diff --git a/AbilityLosses.json b/AbilityLosses.json index e6e32cd1de6e088a89841e89061a6a50c1ed9072..1796a5d53c067657891e4155eea5944798cd7943 100644 --- a/AbilityLosses.json +++ b/AbilityLosses.json @@ -11,7 +11,7 @@ "consequences": [ "[[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.", "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]].", - "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.", + "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.", "[[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.", "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]]." ], @@ -68,16 +68,28 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Freedom of Choice", + "file": "FreedomofChoice" + }, + { + "name": "Gain Competence", + "file": "GainCompetence" + }, + { + "name": "Damage", + "file": "Damage" + }, + { + "name": "Character Development", + "file": "CharacterDevelopment" }, { "name": "Player Killing", @@ -88,120 +100,108 @@ "file": "Ultra-PowerfulEvents" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Downtime", - "file": "Downtime" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Damage", - "file": "Damage" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Gain Ownership", + "file": "GainOwnership" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Player Elimination", + "file": "PlayerElimination" }, { "name": "Units", "file": "Units" - }, - { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" - }, - { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" } ], "pattern_id": "AbilityLosses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AbilityLosses.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Achilles'Heels.json b/Achilles'Heels.json index 5fdca929f03154258d6c332b6abbd0660eddffe2..c8d94c0dcc1d78f42266306869d640c89d75ba22 100644 --- a/Achilles'Heels.json +++ b/Achilles'Heels.json @@ -45,76 +45,76 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Tools", + "file": "Tools" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Traces", + "file": "Traces" }, { - "name": "Combat", - "file": "Combat" + "name": "Boss Monsters", + "file": "BossMonsters" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Damage", - "file": "Damage" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Boss Monsters", - "file": "BossMonsters" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Combat", + "file": "Combat" }, { - "name": "Tools", - "file": "Tools" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Clues", + "file": "Clues" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Traces", - "file": "Traces" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Damage", + "file": "Damage" }, { - "name": "Clues", - "file": "Clues" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "Achilles'Heels", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Achilles'Heels.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Agents.json b/Agents.json index 01be69f5e80ab124fcfcf95b497a71605913244f..64fe43713b06a2c81e3a557a894cb51b8a6ebe1d 100644 --- a/Agents.json +++ b/Agents.json @@ -33,21 +33,13 @@ ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ - { - "name": "Enemies", - "file": "Enemies" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Handicaps", + "file": "Handicaps" }, { "name": "Competition", @@ -57,21 +49,29 @@ "name": "Social Interaction", "file": "SocialInteraction" }, + { + "name": "Enemies", + "file": "Enemies" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" + }, { "name": "Tied Results", "file": "TiedResults" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Agents", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Agents.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Aim&Shoot.json b/Aim&Shoot.json index a883a27e8e30cddf576a809b98d648584b139470..9172575c5d41141585bfba68b8e120d7c10ba806 100644 --- a/Aim&Shoot.json +++ b/Aim&Shoot.json @@ -65,120 +65,120 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "First-Person Views", - "file": "First-PersonViews" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Resources", - "file": "Resources" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Timing", + "file": "Timing" }, { "name": "Alignment", "file": "Alignment" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Tension", + "file": "Tension" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Combat", + "file": "Combat" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Capture", "file": "Capture" }, { - "name": "Tension", - "file": "Tension" + "name": "Spatial Immersion", + "file": "SpatialImmersion" + }, + { + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" + }, + { + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { "name": "Eliminate", "file": "Eliminate" }, { - "name": "Combat", - "file": "Combat" + "name": "God Views", + "file": "GodViews" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Movement", + "file": "Movement" }, { - "name": "Tools", - "file": "Tools" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Traverse", + "file": "Traverse" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Tools", + "file": "Tools" }, { - "name": "God Views", - "file": "GodViews" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Enemies", - "file": "Enemies" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "First-Person Views", + "file": "First-PersonViews" }, { "name": "Evade", "file": "Evade" }, { - "name": "Movement", - "file": "Movement" - }, - { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Timing", - "file": "Timing" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Aim&Shoot", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Aim&Shoot.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Alarms.json b/Alarms.json index 504dcd33c00edd1965448850d3655e578d6f140c..af5284e76d81e70d1f2b93b6aefb2373f6bfa1a2 100644 --- a/Alarms.json +++ b/Alarms.json @@ -34,18 +34,10 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Rescue", - "file": "Rescue" - }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, - { - "name": "Enemies", - "file": "Enemies" - }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" @@ -62,6 +54,14 @@ "name": "Bluffing", "file": "Bluffing" }, + { + "name": "Rescue", + "file": "Rescue" + }, + { + "name": "Enemies", + "file": "Enemies" + }, { "name": "Stealth", "file": "Stealth" @@ -70,9 +70,9 @@ "pattern_id": "Alarms", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Alarms.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Alignment.json b/Alignment.json index ba22f6d705e7787a137f145ae0244989e53b522a..e5d5db1464f680ac2729f184298fafb43c6fb463 100644 --- a/Alignment.json +++ b/Alignment.json @@ -36,41 +36,41 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ + { + "name": "Capture", + "file": "Capture" + }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, { - "name": "Configuration", - "file": "Configuration" + "name": "King of the Hill", + "file": "KingoftheHill" }, { "name": "Hovering Closures", "file": "HoveringClosures" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Connection", + "file": "Connection" }, { "name": "Aim & Shoot", "file": "Aim&Shoot" }, { - "name": "Capture", - "file": "Capture" - }, - { - "name": "Connection", - "file": "Connection" + "name": "Configuration", + "file": "Configuration" } ], "pattern_id": "Alignment", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780311", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Alignment.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Alliances.json b/Alliances.json index f40a7c5f7bb51150f5849914e8f8aa286dbed6fe..3781a6a350dde6775a37ad1bae2b59f5069d4303 100644 --- a/Alliances.json +++ b/Alliances.json @@ -11,7 +11,7 @@ "[[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." ], "consequences": [ - "[[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.]]", + "[[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]].", "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." ], "relations": { @@ -51,36 +51,24 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" - }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Interferable Goals", - "file": "InterferableGoals" - }, - { - "name": "Shared Penalties", - "file": "SharedPenalties" - }, - { - "name": "Enemies", - "file": "Enemies" + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Shared Resources", "file": "SharedResources" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Interferable Goals", + "file": "InterferableGoals" + }, + { + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { "name": "Social Statuses", @@ -91,44 +79,56 @@ "file": "UncommittedAlliances" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Competition", - "file": "Competition" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Competition", + "file": "Competition" }, { "name": "Social Dilemmas", "file": "SocialDilemmas" }, + { + "name": "Enemies", + "file": "Enemies" + }, { "name": "Cooperation", "file": "Cooperation" + }, + { + "name": "Social Interaction", + "file": "SocialInteraction" + }, + { + "name": "Dynamic Alliances", + "file": "DynamicAlliances" } ], "pattern_id": "Alliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Alliances.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AlternativeReality.json b/AlternativeReality.json index fa2e377b25a9f4fc2293cf7346210dc5f7eaf77e..23a22a1e77c51946650cd7834d52ea72b37a4948 100644 --- a/AlternativeReality.json +++ b/AlternativeReality.json @@ -5,7 +5,7 @@ "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." ], "using_the_pattern": [ - "Using the [[Alternative Reality]] pattern mainly concerns describing and explaining to the players the theme and setting of the game. When properly done, this makes non-intuitive parts of a game, for example explaining [[Construction]] in most games or [[New Abilities]] through [[Rewards]], easy to understand and remember. If the actions and events in games are to be tied to the [[Alternative Reality]] description to strengthen it, [[Game Worlds]] and [[Narrative Structures]] must be designed with fitting objects and [[Characters]] so that the games have[[Predictable Consequences]] and are also socially and emotionally believable. This may be done through the audiovisuals of the [[Game World]], [[Clues]], [[Extra-Game Information]], and typically part of the [[Narrative Structure]] is described using [[Cut Scenes]]. [[Clues]] and [[Helpers]] are ways to introduce [[Indirect Information]] without breaking the illusion of an [[Alternative Reality.]]" + "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]]." ], "consequences": [ "[[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 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, { "name": "Emotional Immersion", "file": "EmotionalImmersion" @@ -61,65 +57,69 @@ "name": "Rewards", "file": "Rewards" }, - { - "name": "Construction", - "file": "Construction" - }, { "name": "Identification", "file": "Identification" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Characters", + "file": "Characters" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "New Abilities", "file": "NewAbilities" }, { - "name": "Characters", - "file": "Characters" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Clues", - "file": "Clues" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Clues", + "file": "Clues" + }, + { + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { "name": "Cut Scenes", "file": "CutScenes" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Construction", + "file": "Construction" } ], "pattern_id": "AlternativeReality", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AlternativeReality.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AnalysisParalysis.json b/AnalysisParalysis.json index 208b715b22ae9463c8559d9c5de1bd60e0faa5c5..997e1366b2949569448bda14e8b027de2c31fa3c 100644 --- a/AnalysisParalysis.json +++ b/AnalysisParalysis.json @@ -5,7 +5,7 @@ "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." ], "using_the_pattern": [ - "[[Analysis Paralysis]] can be achieved by letting players have [[Freedom of Choice]] between several actions with [[Predictable Consequences]], even if these are [[Limited Set of Actions]] or players have [[Limited Resources]]. This forces players to consider [[Tradeoffs]] and the more difficult the values of the actions are to judge, the more likely [[Analysis Paralysis]] is to occur. The likelihood can also be modulated by [[Irreversible Actions]], as well as [[Predefined Goals]] in games where the players have [[Perfect Information]] and [[Symmetric Information]] about the discrete game states. This allows the players to plan the consequences of their current and future actions. [[Irreversible Actions]] guarantee that consequences of the chosen action will be effective also in the future, and this makes it possible to plan several actions ahead while at the same time decreasing the chances to perform [[Experimenting.]] [[Budgeted Action Points]] provide means of expanding the number of decisions the players have to make in each decision point, in effect, broadening the scope of [[Freedom of Choice]], as are open [[Discard Piles]] in card games, which allow the players to have [[Game State Overviews]] and may cause [[Analysis Paralysis]].", + "[[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]].", "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]]." ], "consequences": [ @@ -53,100 +53,100 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "AnalysisParalysis", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AnalysisParalysis.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Anticipation.json b/Anticipation.json index 2158364df421854835626b80bbc96b3e7cd49cbb..03a39c95a1bd5bf2d26131ae4865d7331e22f932 100644 --- a/Anticipation.json +++ b/Anticipation.json @@ -56,104 +56,104 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Betting", - "file": "Betting" + "name": "Tension", + "file": "Tension" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Hovering Closures", "file": "HoveringClosures" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Betting", + "file": "Betting" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Surprises", + "file": "Surprises" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "Anticipation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Anticipation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AreaControl.json b/AreaControl.json index aeff772c56ade4f2d9b2d5983a018a268103275f..33753ad541892f7c478823157d4b19e29093d71d 100644 --- a/AreaControl.json +++ b/AreaControl.json @@ -68,156 +68,156 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Combat", + "file": "Combat" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Race", - "file": "Race" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Contact", - "file": "Contact" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Race", + "file": "Race" }, { "name": "Stealth", "file": "Stealth" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Controllers", + "file": "Controllers" + }, + { + "name": "Committed Goals", + "file": "CommittedGoals" }, { "name": "Interferable Goals", "file": "InterferableGoals" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Resources", - "file": "Resources" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Producers", + "file": "Producers" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { - "name": "Producers", - "file": "Producers" - }, - { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Combat", - "file": "Combat" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Trading", "file": "Trading" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Contact", + "file": "Contact" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Resources", + "file": "Resources" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Gain Ownership", + "file": "GainOwnership" }, { "name": "Rewards", "file": "Rewards" }, - { - "name": "Continuous Goals", - "file": "ContinuousGoals" - }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "AreaControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AreaControl.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ArithmeticRewardsforInvestments.json b/ArithmeticRewardsforInvestments.json index 04af28d98eb32f686ee09cf03060fa2efb89a4a4..17b1520523147ed326bce6a6781d62499123de37 100644 --- a/ArithmeticRewardsforInvestments.json +++ b/ArithmeticRewardsforInvestments.json @@ -36,16 +36,8 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Investments", + "file": "Investments" }, { "name": "Rewards", @@ -56,24 +48,32 @@ "file": "DiminishingReturns" }, { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Investments", - "file": "Investments" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" + }, + { + "name": "Predictable Consequences", + "file": "PredictableConsequences" + }, + { + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" + }, + { + "name": "Time Limits", + "file": "TimeLimits" } ], "pattern_id": "ArithmeticRewardsforInvestments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ArithmeticRewardsforInvestments.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AsymmetricAbilities.json b/AsymmetricAbilities.json index e94369d42575bf963c1ddcee6a7b7a7bc3dceba8..7c98b139690f7e0aa22712073b9789dc220b521c 100644 --- a/AsymmetricAbilities.json +++ b/AsymmetricAbilities.json @@ -63,104 +63,104 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" - }, - { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Replayability", + "file": "Replayability" }, { "name": "Team Play", "file": "TeamPlay" }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" - }, { "name": "Gain Competence", "file": "GainCompetence" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Social Organizations", + "file": "SocialOrganizations" + }, + { + "name": "Asymmetric Information", + "file": "AsymmetricInformation" + }, + { + "name": "Team Development", + "file": "TeamDevelopment" + }, + { + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" + }, + { + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Fog of War", "file": "FogofWar" }, + { + "name": "Balancing Effects", + "file": "BalancingEffects" + }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { "name": "Turn-Based Games", "file": "Turn-BasedGames" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Symmetry", "file": "Symmetry" }, - { - "name": "Tournaments", - "file": "Tournaments" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" - }, { "name": "Constructive Play", "file": "ConstructivePlay" - }, - { - "name": "Replayability", - "file": "Replayability" } ], "pattern_id": "AsymmetricAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AsymmetricAbilities.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AsymmetricGoals.json b/AsymmetricGoals.json index 628336765ead625a6a110f5d4537b828da744904..b10a0325a4941dc05686bae206023aa5863f2eee 100644 --- a/AsymmetricGoals.json +++ b/AsymmetricGoals.json @@ -41,21 +41,29 @@ ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ + { + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" + }, { "name": "Role Reversal", "file": "RoleReversal" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Freedom of Choice", + "file": "FreedomofChoice" + }, + { + "name": "Replayability", + "file": "Replayability" }, { "name": "Symmetric Goals", "file": "SymmetricGoals" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { "name": "Competition", @@ -66,28 +74,20 @@ "file": "PlayerBalance" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Preventing Goals", "file": "PreventingGoals" - }, - { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" - }, - { - "name": "Replayability", - "file": "Replayability" } ], "pattern_id": "AsymmetricGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AsymmetricGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AsymmetricInformation.json b/AsymmetricInformation.json index 1bf4f1d8b8f91171829c3fd0acf471da047d8862..22a310e8ce6d3fbf397a775eb5a232baf7620092 100644 --- a/AsymmetricInformation.json +++ b/AsymmetricInformation.json @@ -47,64 +47,64 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Card Hands", + "file": "CardHands" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Card Hands", - "file": "CardHands" + "name": "Predefined Goals", + "file": "PredefinedGoals" + }, + { + "name": "Bluffing", + "file": "Bluffing" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Bidding", + "file": "Bidding" }, { "name": "Unknown Goals", "file": "UnknownGoals" }, { - "name": "Bluffing", - "file": "Bluffing" - }, - { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "AsymmetricInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AsymmetricInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AsymmetricResourceDistribution.json b/AsymmetricResourceDistribution.json index 7f06e9ccba983e795c0d885167688ce4a3cc4d53..b1aa70e07b71841019ef1430385335dbce8a6035 100644 --- a/AsymmetricResourceDistribution.json +++ b/AsymmetricResourceDistribution.json @@ -49,76 +49,76 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Resources", - "file": "Resources" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Single-Player Games", "file": "Single-PlayerGames" }, { - "name": "Trading", - "file": "Trading" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Mutual Goals", + "file": "MutualGoals" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Trading", + "file": "Trading" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Handicaps", + "file": "Handicaps" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Social Interaction", + "file": "SocialInteraction" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "AsymmetricResourceDistribution", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AsymmetricResourceDistribution.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AsynchronousGames.json b/AsynchronousGames.json index c7aaa06b2a011e3d6178c5203b37edb848d5f64f..732b7cf9ec9fa455b8afa3d14ed1e6154ae40835 100644 --- a/AsynchronousGames.json +++ b/AsynchronousGames.json @@ -44,30 +44,22 @@ "name": "Turn-Based Games", "file": "Turn-BasedGames" }, - { - "name": "Public Information", - "file": "PublicInformation" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Ghosts", - "file": "Ghosts" - }, { "name": "Downtime", "file": "Downtime" }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, { "name": "Tick-Based Games", "file": "Tick-BasedGames" }, + { + "name": "Public Information", + "file": "PublicInformation" + }, + { + "name": "Ghosts", + "file": "Ghosts" + }, { "name": "Freedom of Choice", "file": "FreedomofChoice" @@ -76,17 +68,25 @@ "name": "Communication Channels", "file": "CommunicationChannels" }, + { + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, { "name": "Persistent Game Worlds", "file": "PersistentGameWorlds" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" } ], "pattern_id": "AsynchronousGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AsynchronousGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/AttentionSwapping.json b/AttentionSwapping.json index 8a40b6c0cecdf9749002759c8b6b02f81fe20b51..477af00b88d69a52411952f3a4b98a95ec5b869d 100644 --- a/AttentionSwapping.json +++ b/AttentionSwapping.json @@ -70,144 +70,144 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Tension", + "file": "Tension" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Combat", + "file": "Combat" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Cameras", + "file": "Cameras" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Conflict", "file": "Conflict" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Combat", - "file": "Combat" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "God Views", + "file": "GodViews" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Enemies", + "file": "Enemies" }, { - "name": "God Views", - "file": "GodViews" + "name": "Surprises", + "file": "Surprises" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Enemies", - "file": "Enemies" - }, - { - "name": "Units", - "file": "Units" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Parallel Lives", + "file": "ParallelLives" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Units", + "file": "Units" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "AttentionSwapping", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "AttentionSwapping.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Avatars.json b/Avatars.json index 934dd5652fbe668d33368e067a368b7f025f82ae..d311c1039cf380970bcf9d1a5da8b0a56ae3311a 100644 --- a/Avatars.json +++ b/Avatars.json @@ -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]].", "[[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.", "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]].", - "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.]]" + "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]]." ], "consequences": [ "[[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 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Combat", + "file": "Combat" + }, + { + "name": "Character Development", + "file": "CharacterDevelopment" }, { "name": "Player Killing", "file": "PlayerKilling" }, { - "name": "Characters", - "file": "Characters" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Mule", - "file": "Mule" + "name": "Survive", + "file": "Survive" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Ownership", + "file": "Ownership" }, { "name": "Producers", "file": "Producers" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Combat", - "file": "Combat" + "name": "Characters", + "file": "Characters" }, { - "name": "Survive", - "file": "Survive" + "name": "God Views", + "file": "GodViews" }, { - "name": "Tools", - "file": "Tools" + "name": "Mule", + "file": "Mule" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Tools", + "file": "Tools" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Roleplaying", + "file": "Roleplaying" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "God Views", - "file": "GodViews" - }, - { - "name": "Enemies", - "file": "Enemies" + "name": "Parallel Lives", + "file": "ParallelLives" }, { - "name": "Units", - "file": "Units" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Units", + "file": "Units" } ], "pattern_id": "Avatars", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Avatars.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/BalancingEffects.json b/BalancingEffects.json index a05766e9e5f8ad85ed69cc43a228278449973f55..ff56d56a3835141727caddc4adc300baeaefc175 100644 --- a/BalancingEffects.json +++ b/BalancingEffects.json @@ -77,172 +77,172 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Tension", + "file": "Tension" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Score", - "file": "Score" + "name": "Dice", + "file": "Dice" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" - }, - { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Dice", - "file": "Dice" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { "name": "Transfer of Control", "file": "TransferofControl" }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" + }, { "name": "Higher-Level Closures as Gameplay Progresses", "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Tension", - "file": "Tension" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Score", + "file": "Score" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Tradeoffs", + "file": "Tradeoffs" } ], "pattern_id": "BalancingEffects", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "BalancingEffects.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Betrayal.json b/Betrayal.json index db97a1aa6af440af93b8d0fe7b65081a673e569b..d2c1f4aa874c30dcc8408949a184957ca6a5ae2a 100644 --- a/Betrayal.json +++ b/Betrayal.json @@ -62,132 +62,132 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Tension", + "file": "Tension" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" + }, + { + "name": "Cooperation", + "file": "Cooperation" }, { "name": "Emotional Immersion", "file": "EmotionalImmersion" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Trading", + "file": "Trading" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Indirect Information", + "file": "IndirectInformation" }, { "name": "Delayed Reciprocity", "file": "DelayedReciprocity" }, { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Cooperation", - "file": "Cooperation" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Trading", - "file": "Trading" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Tied Results", + "file": "TiedResults" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Rewards", + "file": "Rewards" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Bluffing", "file": "Bluffing" + }, + { + "name": "Social Dilemmas", + "file": "SocialDilemmas" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Betrayal", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Betrayal.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Betting.json b/Betting.json index 42540ed2f32b1b971be9d516174adb0a09e5aa39..b8ef3a8579df0d4a75755da0719fc44e0c2c3189 100644 --- a/Betting.json +++ b/Betting.json @@ -64,112 +64,104 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Tension", + "file": "Tension" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" - }, - { - "name": "Bidding", - "file": "Bidding" - }, - { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Resources", - "file": "Resources" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Tension", - "file": "Tension" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Luck", - "file": "Luck" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Investments", "file": "Investments" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Luck", + "file": "Luck" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { "name": "Self-Facilitated Games", @@ -180,16 +172,24 @@ "file": "Bluffing" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Resource Management", + "file": "ResourceManagement" + }, + { + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Betting", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Betting.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Bidding.json b/Bidding.json index fad565ccca97aedcf46482e162fa8a0dfd60fbe9..d3fc56e53ff29aa0db5d76ceffa7bafc40fd312e 100644 --- a/Bidding.json +++ b/Bidding.json @@ -9,7 +9,7 @@ "[[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.", "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.", "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.", - "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.]]", + "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]].", "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." ], "consequences": [ @@ -53,6 +53,14 @@ ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ + { + "name": "Converters", + "file": "Converters" + }, + { + "name": "Turn Taking", + "file": "TurnTaking" + }, { "name": "Area Control", "file": "AreaControl" @@ -62,84 +70,76 @@ "file": "AsymmetricInformation" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Betting", - "file": "Betting" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Resources", - "file": "Resources" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Turn Taking", - "file": "TurnTaking" - }, - { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Betting", + "file": "Betting" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Competition", "file": "Competition" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" - }, - { - "name": "Converters", - "file": "Converters" - }, - { - "name": "Negotiation", - "file": "Negotiation" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Bluffing", + "file": "Bluffing" }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Resources", + "file": "Resources" + }, + { + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "Bidding", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Bidding.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Bluffing.json b/Bluffing.json index 78931628fa3160a632181b535fa76df616301da7..e1b1b2bbedfab2919337ca116ad5398bca503561 100644 --- a/Bluffing.json +++ b/Bluffing.json @@ -9,7 +9,7 @@ "[[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." ], "consequences": [ - "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]]." + "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]]." ], "relations": { "Instantiates": [ @@ -51,68 +51,68 @@ "file": "EmotionalImmersion" }, { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Luck", + "file": "Luck" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Tension", + "file": "Tension" }, { "name": "Trading", "file": "Trading" }, + { + "name": "Risk/Reward", + "file": "RiskReward" + }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Betting", - "file": "Betting" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Luck", - "file": "Luck" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Betting", + "file": "Betting" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Tension", - "file": "Tension" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "Bluffing", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Bluffing.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Book-KeepingTokens.json b/Book-KeepingTokens.json index 58a1a80d9b66ee30788a53e313c4e493b2a6270f..f5f513ad1627a39e5084ec1b1ed404ee743dd0e1 100644 --- a/Book-KeepingTokens.json +++ b/Book-KeepingTokens.json @@ -38,21 +38,29 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ + { + "name": "Memorizing", + "file": "Memorizing" + }, + { + "name": "Extra-Game Actions", + "file": "Extra-GameActions" + }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Cards", + "file": "Cards" }, { "name": "Imperfect Information", @@ -63,36 +71,28 @@ "file": "GameStateOverview" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" - }, - { - "name": "Memorizing", - "file": "Memorizing" - }, - { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Cards", - "file": "Cards" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Book-KeepingTokens", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Book-KeepingTokens.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/BossMonsters.json b/BossMonsters.json index 8dd0bc02123e7ea69491574f0ee91f8c299121aa..2e1a13ca8b98d4980d29e6c23e3bdf9c6578b5f1 100644 --- a/BossMonsters.json +++ b/BossMonsters.json @@ -35,12 +35,16 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Rescue", - "file": "Rescue" + "name": "Tension", + "file": "Tension" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" + }, + { + "name": "Overcome", + "file": "Overcome" }, { "name": "Levels", @@ -51,24 +55,20 @@ "file": "Achilles'Heels" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" - }, - { - "name": "Tension", - "file": "Tension" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Eliminate", + "file": "Eliminate" } ], "pattern_id": "BossMonsters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "BossMonsters.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/BudgetedActionPoints.json b/BudgetedActionPoints.json index 96f5d414bf0683da1266dbad2b150c84417d5c45..38971ba76e01dd3ebed2255a5f87776aa5a76337 100644 --- a/BudgetedActionPoints.json +++ b/BudgetedActionPoints.json @@ -54,73 +54,69 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Characters", - "file": "Characters" + "name": "Combat", + "file": "Combat" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { "name": "Movement Limitations", "file": "MovementLimitations" }, { - "name": "Renewable Resources", - "file": "RenewableResources" - }, - { - "name": "Limited Resources", - "file": "LimitedResources" - }, - { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Investments", + "file": "Investments" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Resources", - "file": "Resources" + "name": "Characters", + "file": "Characters" }, { "name": "New Abilities", "file": "NewAbilities" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Movement", + "file": "Movement" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Combat", - "file": "Combat" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Investments", - "file": "Investments" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Skills", "file": "Skills" }, + { + "name": "Turn-Based Games", + "file": "Turn-BasedGames" + }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" @@ -130,20 +126,24 @@ "file": "StatusIndicators" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Movement", - "file": "Movement" + "name": "Resources", + "file": "Resources" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "BudgetedActionPoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "BudgetedActionPoints.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Buttons.json b/Buttons.json index 589d6440c3aef7f14bc0a348cf247e8c2159909a..394ddd977f8ecd82e70b1b86e4bf575934a33a2f 100644 --- a/Buttons.json +++ b/Buttons.json @@ -25,10 +25,6 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Controllers", - "file": "Controllers" - }, { "name": "Reversability", "file": "Reversability" @@ -36,14 +32,18 @@ { "name": "Irreversible Actions", "file": "IrreversibleActions" + }, + { + "name": "Controllers", + "file": "Controllers" } ], "pattern_id": "Buttons", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Buttons.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Cameras.json b/Cameras.json index 9ff3720d7640cc01ff2fae075ac1a26c27471477..b85aa94db373d13104742340e54fc667dcecd356 100644 --- a/Cameras.json +++ b/Cameras.json @@ -37,44 +37,44 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "God Views", - "file": "GodViews" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "God Views", + "file": "GodViews" }, { - "name": "Units", - "file": "Units" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Fog of War", + "file": "FogofWar" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, - { - "name": "Spatial Immersion", - "file": "SpatialImmersion" - }, { "name": "Tradeoffs", "file": "Tradeoffs" + }, + { + "name": "Units", + "file": "Units" } ], "pattern_id": "Cameras", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Cameras.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Camping.json b/Camping.json index 891d05785263633c5bba592b6eb2001386977e26..7a848927d562bc3ce72dcc9c7f8ebc1ce0a6c49b 100644 --- a/Camping.json +++ b/Camping.json @@ -38,48 +38,48 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Guard", - "file": "Guard" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Guard", + "file": "Guard" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Player Balance", + "file": "PlayerBalance" }, { "name": "Spawn Points", "file": "SpawnPoints" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Game World", + "file": "GameWorld" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "No-Ops", + "file": "No-Ops" }, { "name": "Stealth", "file": "Stealth" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" } ], "pattern_id": "Camping", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Camping.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Capture.json b/Capture.json index eb1ab7521232d43f6a8ab01fc67d5a7a2561586d..4cd56c36e49e4b1031459671eacc3ad0330d6aee 100644 --- a/Capture.json +++ b/Capture.json @@ -52,100 +52,100 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Timing", + "file": "Timing" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Timing", - "file": "Timing" + "name": "Turn Taking", + "file": "TurnTaking" + }, + { + "name": "Combat", + "file": "Combat" }, { "name": "Real-Time Games", "file": "Real-TimeGames" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Connection", - "file": "Connection" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Combat", - "file": "Combat" + "name": "Contact", + "file": "Contact" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Movement", + "file": "Movement" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Enclosure", + "file": "Enclosure" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Connection", + "file": "Connection" }, { - "name": "Enclosure", - "file": "Enclosure" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Evade", "file": "Evade" }, { - "name": "Movement", - "file": "Movement" - }, - { - "name": "Contact", - "file": "Contact" + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "Capture", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Capture.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CardHands.json b/CardHands.json index 9fb55a6fce3ab9809af876660de1a455cf21c210..abb19523df2d5ca653065c7f00cc780083ecbcef 100644 --- a/CardHands.json +++ b/CardHands.json @@ -5,10 +5,10 @@ "using_the_pattern": [ "The basic design question when using [[Card Hands]] is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a [[Drawing Stack]].", "Another fundamental design question regarding [[Card Hands]] is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of [[Limited Resources]] and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a [[Closed Economy]] and frees the game design to determine the game length by other means.", - "Although most often consisting of [[Cards,]] a [[Card Hand]] can also consist of [[Tiles]] in games that have [[Tile-Laying]]." + "Although most often consisting of [[Cards]], a [[Card Hand]] can also consist of [[Tiles]] in games that have [[Tile-Laying]]." ], "consequences": [ - "[[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." + "[[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." ], "relations": { "Instantiates": [ @@ -35,44 +35,44 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Tiles", + "file": "Tiles" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Cards", + "file": "Cards" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Container", - "file": "Container" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Container", + "file": "Container" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Cards", - "file": "Cards" + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "CardHands", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CardHands.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Cards.json b/Cards.json index 369d04597d7bd5616b61e99708b489f50c169e19..6afe899e3eb553f6bf0f74a73bcabde071833d75 100644 --- a/Cards.json +++ b/Cards.json @@ -39,17 +39,29 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ + { + "name": "Converters", + "file": "Converters" + }, { "name": "Discard Piles", "file": "DiscardPiles" }, { - "name": "Drawing Stacks", - "file": "DrawingStacks" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Converters", - "file": "Converters" + "name": "Focus Loci", + "file": "FocusLoci" + }, + { + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" + }, + { + "name": "Randomness", + "file": "Randomness" }, { "name": "Imperfect Information", @@ -59,33 +71,21 @@ "name": "Card Hands", "file": "CardHands" }, - { - "name": "Consumers", - "file": "Consumers" - }, { "name": "Non-Renewable Resources", "file": "Non-RenewableResources" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" - }, - { - "name": "Focus Loci", - "file": "FocusLoci" - }, - { - "name": "Randomness", - "file": "Randomness" + "name": "Drawing Stacks", + "file": "DrawingStacks" } ], "pattern_id": "Cards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Cards.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CharacterDevelopment.json b/CharacterDevelopment.json index fa8c1a4b546a72025a57d922287d7e2b478e01f1..764939a1957611e9bb6e8dfbae72dd199eac2cea 100644 --- a/CharacterDevelopment.json +++ b/CharacterDevelopment.json @@ -59,84 +59,72 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Characters", - "file": "Characters" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Investments", + "file": "Investments" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Characters", + "file": "Characters" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Investments", - "file": "Investments" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Skills", - "file": "Skills" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Skills", + "file": "Skills" }, { "name": "Rewards", @@ -147,28 +135,40 @@ "file": "DiminishingReturns" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Roleplaying", + "file": "Roleplaying" + }, + { + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Ability Losses", + "file": "AbilityLosses" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "CharacterDevelopment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CharacterDevelopment.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Characters.json b/Characters.json index 889414e5aea1273ca4aaaafe067c989c4cbfee4a..0d04044662fae1eb17b2930a9f972777080ac8f9 100644 --- a/Characters.json +++ b/Characters.json @@ -73,176 +73,176 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Damage", + "file": "Damage" }, { - "name": "Lives", - "file": "Lives" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Producers", + "file": "Producers" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Resources", - "file": "Resources" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Investments", + "file": "Investments" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Producers", - "file": "Producers" + "name": "Identification", + "file": "Identification" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Immersion", - "file": "Immersion" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Identification", - "file": "Identification" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Damage", - "file": "Damage" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Tools", "file": "Tools" }, { - "name": "Investments", - "file": "Investments" - }, - { - "name": "Game Masters", - "file": "GameMasters" + "name": "Lives", + "file": "Lives" }, { "name": "Skills", "file": "Skills" }, { - "name": "Handles", - "file": "Handles" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Handles", + "file": "Handles" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Characters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Characters.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Chargers.json b/Chargers.json index 6a5bdf7fa714cac23f35b0f39f34005caaa89098..75ddf13481e3505a5929786ec7d37b2343881a70 100644 --- a/Chargers.json +++ b/Chargers.json @@ -43,24 +43,36 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Skills", + "file": "Skills" + }, + { + "name": "Outstanding Features", + "file": "OutstandingFeatures" + }, + { + "name": "Improved Abilities", + "file": "ImprovedAbilities" + }, + { + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Risk/Reward", "file": "RiskReward" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Gain Competence", + "file": "GainCompetence" }, { "name": "Resources", @@ -74,37 +86,25 @@ "name": "Maneuvering", "file": "Maneuvering" }, - { - "name": "New Abilities", - "file": "NewAbilities" - }, - { - "name": "Skills", - "file": "Skills" - }, { "name": "Traverse", "file": "Traverse" }, { - "name": "Gain Competence", - "file": "GainCompetence" - }, - { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Chargers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Chargers.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ClosedEconomies.json b/ClosedEconomies.json index 677662fde516c7d69972a96f1ff60ee5b668115f..78c6e01ea7542a5f255c86a5a578e7bfa449133d 100644 --- a/ClosedEconomies.json +++ b/ClosedEconomies.json @@ -36,16 +36,16 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Resources", - "file": "Resources" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Renewable Resources", + "file": "RenewableResources" }, { "name": "Non-Renewable Resources", @@ -56,20 +56,20 @@ "file": "Betting" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "ClosedEconomies", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ClosedEconomies.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ClosurePoints.json b/ClosurePoints.json index 804cae1897ad74f9598c80cc6371c0024c13e421..361255421147c5c5822e9d1d4778aa24cef3c5c3 100644 --- a/ClosurePoints.json +++ b/ClosurePoints.json @@ -5,7 +5,7 @@ "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]]." ], "using_the_pattern": [ - "Common forms of [[Closure Points]] include [[Levels,]] where typically only the information regarding game elements moved between the [[Levels]] is maintained, and [[Tournaments]], where only the outcome of individual games is maintained. Additional common types of [[Closure Points]] include those when [[Transfer of Control]] occurs. [[Closure Points]] makenatural [[Save Points]] for players since the planning of tactics is often bounded by the closure of the associated pattern.", + "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.", "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.", "[[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." ], @@ -43,28 +43,28 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Save Points", - "file": "SavePoints" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Levels", - "file": "Levels" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" + }, + { + "name": "Save Points", + "file": "SavePoints" }, { "name": "Tournaments", @@ -75,28 +75,28 @@ "file": "NarrativeStructures" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Levels", + "file": "Levels" } ], "pattern_id": "ClosurePoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ClosurePoints.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Clues.json b/Clues.json index e4e0fc3940a1a145cff73a51fa113fac3b2b33f3..edf954b5aec04cadb9a9261f85de66d97a74d207 100644 --- a/Clues.json +++ b/Clues.json @@ -59,104 +59,104 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Tension", + "file": "Tension" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Levels", + "file": "Levels" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Resources", - "file": "Resources" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Tension", - "file": "Tension" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Levels", - "file": "Levels" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Traces", - "file": "Traces" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Traces", + "file": "Traces" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Clues", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Clues.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CognitiveImmersion.json b/CognitiveImmersion.json index 4d3b1fb5829f8a9dc8c8f0a0f16b3c395f97ee57..904bb58e0404cf1e4a3843f0ee12107354139498 100644 --- a/CognitiveImmersion.json +++ b/CognitiveImmersion.json @@ -61,124 +61,124 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Anticipation", + "file": "Anticipation" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Focus Loci", + "file": "FocusLoci" + }, + { + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Book-Keeping Tokens", "file": "Book-KeepingTokens" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Resource Management", + "file": "ResourceManagement" }, { "name": "Constructive Play", "file": "ConstructivePlay" - }, - { - "name": "Replayability", - "file": "Replayability" } ], "pattern_id": "CognitiveImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CognitiveImmersion.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CollaborativeActions.json b/CollaborativeActions.json index 12b3109f18ff4b61618621e0f4d7c3ccd3aad17f..7b6c35704b26d1e510bfa6575d31448f328548be 100644 --- a/CollaborativeActions.json +++ b/CollaborativeActions.json @@ -14,8 +14,8 @@ "consequences": [ "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]].", "[[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]].", - "[[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]].", - "When players control several [[Units]], players may be able to do [[Collaborative Actions]] on their own but this requires [[Attention Swapping.]]" + "[[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]].", + "When players control several [[Units]], players may be able to do [[Collaborative Actions]] on their own but this requires [[Attention Swapping]]." ], "relations": { "Instantiates": [ @@ -71,108 +71,112 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Shared Penalties", - "file": "SharedPenalties" - }, - { - "name": "Perceivable Margins", - "file": "PerceivableMargins" - }, - { - "name": "Team Play", - "file": "TeamPlay" + "name": "Timing", + "file": "Timing" }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, + { + "name": "Freedom of Choice", + "file": "FreedomofChoice" + }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Combat", + "file": "Combat" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Combos", + "file": "Combos" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Combat", - "file": "Combat" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Individual Rewards", + "file": "IndividualRewards" + }, + { + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Trading", "file": "Trading" }, { - "name": "Combos", - "file": "Combos" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Competition", - "file": "Competition" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Social Interaction", + "file": "SocialInteraction" + }, + { + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Negotiation", @@ -183,32 +187,28 @@ "file": "ExtendedActions" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" - }, - { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Competition", + "file": "Competition" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Timing", - "file": "Timing" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "CollaborativeActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CollaborativeActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Collecting.json b/Collecting.json index 580a345f949976697043afea499153a21fccba6c..ec99fdb7e97361d4bf586b10b762239be5ceb149 100644 --- a/Collecting.json +++ b/Collecting.json @@ -46,72 +46,72 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Tools", + "file": "Tools" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Resources", - "file": "Resources" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Collection", - "file": "Collection" + "name": "Movement", + "file": "Movement" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Tools", - "file": "Tools" + "name": "Score", + "file": "Score" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Score", - "file": "Score" + "name": "Herd", + "file": "Herd" }, { - "name": "Movement", - "file": "Movement" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Collection", + "file": "Collection" }, { - "name": "Herd", - "file": "Herd" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Collecting", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Collecting.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Collection.json b/Collection.json index 938676902fcca08365b4929f62e9f3073eb35b20..ff7c5decde5744d032b6755bbb60fc7482f85a6c 100644 --- a/Collection.json +++ b/Collection.json @@ -43,56 +43,56 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Save Points", - "file": "SavePoints" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Team Elimination", + "file": "TeamElimination" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Collection", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1779901", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Collection.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Combat.json b/Combat.json index fc48207d8ca1813478c5f657d3fcb2fff519b2c9..f1967393be4f90126fc5057a1bd3a77bb07c543d 100644 --- a/Combat.json +++ b/Combat.json @@ -65,28 +65,20 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Timing", + "file": "Timing" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Units", + "file": "Units" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Tension", + "file": "Tension" }, { - "name": "Lives", - "file": "Lives" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Imperfect Information", @@ -97,112 +89,120 @@ "file": "Real-TimeGames" }, { - "name": "Dice", - "file": "Dice" - }, - { - "name": "Conflict", - "file": "Conflict" - }, - { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Damage", + "file": "Damage" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Dice", + "file": "Dice" }, { "name": "Capture", "file": "Capture" }, { - "name": "Tension", - "file": "Tension" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Combos", + "file": "Combos" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Eliminate", "file": "Eliminate" }, { - "name": "Avatars", - "file": "Avatars" - }, - { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Damage", - "file": "Damage" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Combos", - "file": "Combos" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Randomness", + "file": "Randomness" }, { "name": "Enemies", "file": "Enemies" }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" + }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Units", - "file": "Units" + "name": "Lives", + "file": "Lives" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Timing", - "file": "Timing" + "name": "Collaborative Actions", + "file": "CollaborativeActions" + }, + { + "name": "Aim & Shoot", + "file": "Aim&Shoot" + }, + { + "name": "Resource Management", + "file": "ResourceManagement" + }, + { + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Combat", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Combat.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Combos.json b/Combos.json index 375857984141aff1f9d28799500f8d7628b857fb..2c7183d25f68f7e57f0f47ee07f52200324f6058 100644 --- a/Combos.json +++ b/Combos.json @@ -50,92 +50,92 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Configuration", - "file": "Configuration" - }, - { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Timing", + "file": "Timing" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Combat", + "file": "Combat" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { "name": "Smooth Learning Curves", "file": "SmoothLearningCurves" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Combat", - "file": "Combat" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Rewards", "file": "Rewards" }, + { + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" + }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Timing", - "file": "Timing" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Collaborative Actions", + "file": "CollaborativeActions" } ], "pattern_id": "Combos", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Combos.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CommittedGoals.json b/CommittedGoals.json index b55c62ed78d118d4a231a9a3e916340d3ece16ed..6ae646da7049d2069b754fba05987c48377fd9dd 100644 --- a/CommittedGoals.json +++ b/CommittedGoals.json @@ -48,24 +48,24 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Area Control", - "file": "AreaControl" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Investments", + "file": "Investments" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Negotiation", + "file": "Negotiation" + }, + { + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Ephemeral Goals", @@ -76,44 +76,44 @@ "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Investments", - "file": "Investments" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { "name": "Extra-Game Consequences", "file": "Extra-GameConsequences" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "CommittedGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CommittedGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CommunicationChannels.json b/CommunicationChannels.json index 298386143f8b4c216e2ccfe639a56fd80691a716..f1840cdea16b63aa5bc1d78b8e954904535284ce 100644 --- a/CommunicationChannels.json +++ b/CommunicationChannels.json @@ -42,52 +42,52 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Asynchronous Games", - "file": "AsynchronousGames" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { "name": "Synchronous Games", "file": "SynchronousGames" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Indirect Information", + "file": "IndirectInformation" }, { "name": "Direct Information", "file": "DirectInformation" }, - { - "name": "Indirect Information", - "file": "IndirectInformation" - }, { "name": "Asymmetric Abilities", "file": "AsymmetricAbilities" + }, + { + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Asynchronous Games", + "file": "AsynchronousGames" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" } ], "pattern_id": "CommunicationChannels", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CommunicationChannels.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CompetenceAreas.json b/CompetenceAreas.json index f2a956538ada245bc196b44a91a8e9a1e0bbb790..1b345af45890d54e85640af2187756e9d0fe857e 100644 --- a/CompetenceAreas.json +++ b/CompetenceAreas.json @@ -53,100 +53,100 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Team Development", - "file": "TeamDevelopment" - }, - { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Characters", - "file": "Characters" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Construction", + "file": "Construction" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Characters", + "file": "Characters" }, { "name": "New Abilities", "file": "NewAbilities" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Polyathlons", + "file": "Polyathlons" }, { "name": "Skills", "file": "Skills" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" + }, + { + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Construction", - "file": "Construction" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "CompetenceAreas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CompetenceAreas.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Competition.json b/Competition.json index 5d6a535f533cc7d2768fe282c25090e9d91a006e..e4096ade8313504c4c72c1c453a1ea22bf72bb41 100644 --- a/Competition.json +++ b/Competition.json @@ -7,7 +7,7 @@ "using_the_pattern": [ "The easiest form of [[Competition]] is [[Conflict]] with [[Enemies]], but any situation where players have [[Incompatible Goals]], [[Excluding Goals]] (possibly through [[Tiebreakers]]), or [[Rewards]] (especially [[Individual Rewards]]), can cause [[Competition]]. Two forms of [[Competition]] that require [[Conflict]] are [[Overcome]] and [[King of the Hill]]. Examples of [[Competition]] without [[Conflict]] are all forms of [[Races]] without [[Interferable Goals]] or [[Last Man Standing]] goals where the players are not the cause of each others' demise. In these types of [[Competitions]], the players are not each others [[Enemies]], but the game may provide other [[Enemies]] through [[Agents]].", "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.", - "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.", + "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.", "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.", "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]].", "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 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Tension", + "file": "Tension" }, { "name": "Race", "file": "Race" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" - }, - { - "name": "Mutual Goals", - "file": "MutualGoals" - }, - { - "name": "Bidding", - "file": "Bidding" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Ghosts", - "file": "Ghosts" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Trading", + "file": "Trading" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Agents", + "file": "Agents" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Trading", - "file": "Trading" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { "name": "Experimenting", "file": "Experimenting" }, + { + "name": "Shared Rewards", + "file": "SharedRewards" + }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Enemies", - "file": "Enemies" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Agents", - "file": "Agents" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Competition", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Competition.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Conceal.json b/Conceal.json index ead9ffe779834f17ffffeec4f0c2b144ae73938e..729ee69dfa4bb6f6248bc417cc4a16d5e1911207 100644 --- a/Conceal.json +++ b/Conceal.json @@ -44,52 +44,52 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Survive", + "file": "Survive" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, - { - "name": "Survive", - "file": "Survive" - }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Replayability", + "file": "Replayability" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { "name": "Preventing Goals", "file": "PreventingGoals" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Unknown Goals", + "file": "UnknownGoals" } ], "pattern_id": "Conceal", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780274", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Conceal.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Configuration.json b/Configuration.json index 2364e83ace33f2a2f637b96e4ef11d43ce023047..894dc38d6088a0d75bee2edb0cc1cbc13e35171d 100644 --- a/Configuration.json +++ b/Configuration.json @@ -47,68 +47,68 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Capture", + "file": "Capture" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Timing", + "file": "Timing" }, { - "name": "Capture", - "file": "Capture" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Collection", - "file": "Collection" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Combos", - "file": "Combos" + "name": "Connection", + "file": "Connection" }, { "name": "Enclosure", "file": "Enclosure" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Combos", + "file": "Combos" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Collection", + "file": "Collection" }, { - "name": "Timing", - "file": "Timing" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Connection", - "file": "Connection" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Configuration", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780314", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Configuration.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Conflict.json b/Conflict.json index 9bb0bd2861f38610504b0f441ec74ecd373e6c48..12d8f7fc7c92137c8060e8237a311fb1e01384bb 100644 --- a/Conflict.json +++ b/Conflict.json @@ -73,176 +73,176 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Tension", + "file": "Tension" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Combat", + "file": "Combat" }, { - "name": "Betting", - "file": "Betting" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Race", + "file": "Race" }, { - "name": "Lives", - "file": "Lives" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Race", - "file": "Race" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Tension", - "file": "Tension" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Agents", + "file": "Agents" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Betting", + "file": "Betting" }, { - "name": "Combat", - "file": "Combat" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Competition", - "file": "Competition" + "name": "Lives", + "file": "Lives" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Overcome", - "file": "Overcome" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Competition", + "file": "Competition" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Agents", - "file": "Agents" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "Conflict", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Conflict.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Connection.json b/Connection.json index a79c58dc1ace03ba02d7595c9a180c0096e0a99f..d69bbaa1e306631fd4ce07ac7c93bdce7d71e005 100644 --- a/Connection.json +++ b/Connection.json @@ -33,12 +33,12 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Capture", + "file": "Capture" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Alignment", @@ -49,16 +49,16 @@ "file": "Enclosure" }, { - "name": "Capture", - "file": "Capture" + "name": "Configuration", + "file": "Configuration" } ], "pattern_id": "Connection", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780315", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Connection.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ConsistentRealityLogic.json b/ConsistentRealityLogic.json index 26d37b1971325ccb24b72caa3faa38ae1c4e37b6..0175e804513adf4ed82b4e5fb31362a1b466e624 100644 --- a/ConsistentRealityLogic.json +++ b/ConsistentRealityLogic.json @@ -68,152 +68,152 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Cameras", - "file": "Cameras" - }, - { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Clues", + "file": "Clues" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Levels", + "file": "Levels" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Lives", - "file": "Lives" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Construction", + "file": "Construction" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Levels", - "file": "Levels" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Downtime", - "file": "Downtime" + "name": "God's Finger", + "file": "God'sFinger" }, { "name": "Identification", "file": "Identification" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Tools", - "file": "Tools" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Invisible Walls", - "file": "InvisibleWalls" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Clues", - "file": "Clues" + "name": "Tools", + "file": "Tools" }, { - "name": "God's Finger", - "file": "God'sFinger" + "name": "Lives", + "file": "Lives" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Units", - "file": "Units" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { "name": "Symmetry", "file": "Symmetry" }, { - "name": "Construction", - "file": "Construction" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Units", + "file": "Units" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "ConsistentRealityLogic", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ConsistentRealityLogic.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Construction.json b/Construction.json index 4374cbac89fd08fd1440e65881e36d68e9ccaaa2..e7f7007c11bb97ac57bd63d9dbe4d4c282aeef29 100644 --- a/Construction.json +++ b/Construction.json @@ -55,60 +55,64 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Tile-Laying", + "file": "Tile-Laying" + }, + { + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Game World", "file": "GameWorld" }, { - "name": "Resources", - "file": "Resources" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" + }, + { + "name": "Alternative Reality", + "file": "AlternativeReality" + }, + { + "name": "Exploration", + "file": "Exploration" }, { "name": "Producers", "file": "Producers" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Investments", + "file": "Investments" }, { "name": "Trading", "file": "Trading" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" - }, - { - "name": "Investments", - "file": "Investments" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" - }, - { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Gain Ownership", + "file": "GainOwnership" }, { "name": "Experimenting", @@ -119,32 +123,28 @@ "file": "PrivilegedAbilities" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" - }, - { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Construction", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Construction.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ConstructivePlay.json b/ConstructivePlay.json index 8bd63f32652794054f9352f4c86cc0eb9765b03a..c2020448b3142bb27a6f8e1c4c665656aff81e3d 100644 --- a/ConstructivePlay.json +++ b/ConstructivePlay.json @@ -41,18 +41,14 @@ ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ - { - "name": "Creative Control", - "file": "CreativeControl" - }, - { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" - }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, + { + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" + }, { "name": "Team Play", "file": "TeamPlay" @@ -65,14 +61,6 @@ "name": "Collaborative Actions", "file": "CollaborativeActions" }, - { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" - }, - { - "name": "Cooperation", - "file": "Cooperation" - }, { "name": "Construction", "file": "Construction" @@ -81,6 +69,18 @@ "name": "Asymmetric Abilities", "file": "AsymmetricAbilities" }, + { + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Cooperation", + "file": "Cooperation" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" + }, { "name": "Experimenting", "file": "Experimenting" @@ -89,9 +89,9 @@ "pattern_id": "ConstructivePlay", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ConstructivePlay.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Consumers.json b/Consumers.json index 2172d62ac61553319973edb46efc163414eb09a3..ab917df7b96f4539e22b4ed50354071ae6fb8426 100644 --- a/Consumers.json +++ b/Consumers.json @@ -42,20 +42,24 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Eliminate", - "file": "Eliminate" + "name": "Investments", + "file": "Investments" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Tension", + "file": "Tension" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Cards", + "file": "Cards" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Deadly Traps", + "file": "DeadlyTraps" + }, + { + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { "name": "Resources", @@ -66,32 +70,28 @@ "file": "Damage" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" - }, - { - "name": "Investments", - "file": "Investments" - }, - { - "name": "Tension", - "file": "Tension" + "name": "Resource Management", + "file": "ResourceManagement" }, { "name": "Tradeoffs", "file": "Tradeoffs" }, { - "name": "Cards", - "file": "Cards" + "name": "Enemies", + "file": "Enemies" + }, + { + "name": "Eliminate", + "file": "Eliminate" } ], "pattern_id": "Consumers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Consumers.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Contact.json b/Contact.json index c0cb0172e8d4715edd4257617ead8f757f24cf1b..a794ebe39a86bc4f9d32d7ad62e4bf983363e3a1 100644 --- a/Contact.json +++ b/Contact.json @@ -36,40 +36,40 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Capture", + "file": "Capture" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Herd", + "file": "Herd" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Capture", - "file": "Capture" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Herd", - "file": "Herd" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Contact", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1781470", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Contact.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Container.json b/Container.json index 857a41fd92e0d9373d0e3558518326190bea3976..4955c68f60dd9b0f623bc9932192347ceeac2aa9 100644 --- a/Container.json +++ b/Container.json @@ -40,49 +40,49 @@ ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ + { + "name": "Converters", + "file": "Converters" + }, + { + "name": "Freedom of Choice", + "file": "FreedomofChoice" + }, + { + "name": "Card Hands", + "file": "CardHands" + }, { "name": "Limited Resources", "file": "LimitedResources" }, { - "name": "Converters", - "file": "Converters" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { "name": "Drawing Stacks", "file": "DrawingStacks" }, - { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" - }, { "name": "Resource Management", "file": "ResourceManagement" }, - { - "name": "Card Hands", - "file": "CardHands" - }, { "name": "Resources", "file": "Resources" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" - }, - { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" } ], "pattern_id": "Container", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Container.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ContinuousGoals.json b/ContinuousGoals.json index c075ac99a94b5b910aaf52d2c20f0fddb0440842..960657edccc0a162985ff5b59902e6df62b8a607 100644 --- a/ContinuousGoals.json +++ b/ContinuousGoals.json @@ -54,100 +54,100 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Tension", + "file": "Tension" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Lives", - "file": "Lives" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Race", + "file": "Race" }, { - "name": "Score", - "file": "Score" + "name": "Survive", + "file": "Survive" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Race", - "file": "Race" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Tension", - "file": "Tension" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Lives", + "file": "Lives" }, { - "name": "Survive", - "file": "Survive" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Conceal", - "file": "Conceal" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Conceal", + "file": "Conceal" }, { "name": "Guard", "file": "Guard" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Score", + "file": "Score" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { "name": "Evade", "file": "Evade" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "ContinuousGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ContinuousGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Controllers.json b/Controllers.json index 5117fb86882d42d27eaaeca3c6270ed804dd26ae..01058679b46a667c1a7dab7ac13dd9cd20fd80d7 100644 --- a/Controllers.json +++ b/Controllers.json @@ -8,7 +8,7 @@ ], "consequences": [ "[[Controllers]] are natural [[Strategic Locations]] since [[Area Control]] over the location gives players or teams access to actions that otherwise may not be performed. In addition, as they are an integral part of the [[Game World]] and thus linked to its structure, the actions they provide, including [[Ultra-Powerful Events]], usually have greater effects than mere [[Tools]].", - "[[Controllers]] that are [[Resource Generators]] provide a way to have [[Renewable Resources]] in games and create [[Resource Locations]] in [[Game Worlds.]] Other [[Controllers]] are simply [[Obstacles]] that allow players to perform actions to remove them." + "[[Controllers]] that are [[Resource Generators]] provide a way to have [[Renewable Resources]] in games and create [[Resource Locations]] in [[Game Worlds]]. Other [[Controllers]] are simply [[Obstacles]] that allow players to perform actions to remove them." ], "relations": { "Instantiates": [ @@ -40,56 +40,56 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Tools", + "file": "Tools" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { "name": "Strategic Locations", "file": "StrategicLocations" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Buttons", "file": "Buttons" }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" - }, { "name": "Resource Generators", "file": "ResourceGenerators" }, + { + "name": "Helpers", + "file": "Helpers" + }, { "name": "Moveable Tiles", "file": "MoveableTiles" }, { - "name": "Tools", - "file": "Tools" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Controllers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Controllers.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Converters.json b/Converters.json index 98d8bbf2ca0faa3941ae1f5cbac9d29711ae6bae..ee449308cf3ce00c884fb97d7d0dc8bf97338afd 100644 --- a/Converters.json +++ b/Converters.json @@ -43,20 +43,24 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Tools", + "file": "Tools" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Cards", + "file": "Cards" + }, + { + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Tradeoffs", @@ -66,45 +70,41 @@ "name": "Container", "file": "Container" }, - { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" - }, { "name": "Renewable Resources", "file": "RenewableResources" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Tools", - "file": "Tools" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { "name": "Empowerment", "file": "Empowerment" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Cards", - "file": "Cards" + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Stimulated Planning", + "file": "StimulatedPlanning" } ], "pattern_id": "Converters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Converters.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Cooperation.json b/Cooperation.json index cd14f0b216abfdadc6adf3cb2be7f8032c32b413..e390cf327aedbc710fdb6c2b042f895ec3370428 100644 --- a/Cooperation.json +++ b/Cooperation.json @@ -58,96 +58,96 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Tension", + "file": "Tension" + }, + { + "name": "Competence Areas", + "file": "CompetenceAreas" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { "name": "Bidding", "file": "Bidding" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Trading", + "file": "Trading" }, { "name": "Delayed Reciprocity", "file": "DelayedReciprocity" }, { - "name": "Tension", - "file": "Tension" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" - }, - { - "name": "Trading", - "file": "Trading" - }, - { - "name": "Betrayal", - "file": "Betrayal" + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Competition", "file": "Competition" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { "name": "Constructive Play", "file": "ConstructivePlay" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Cooperation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Cooperation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CreativeControl.json b/CreativeControl.json index 975fe2914465cd625ef59f8c8dc0e08af4cd7214..cd3b0160a81af96fff5770e594c126083ee9ce69 100644 --- a/CreativeControl.json +++ b/CreativeControl.json @@ -58,120 +58,120 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Characters", - "file": "Characters" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Ownership", + "file": "Ownership" }, { "name": "Construction", "file": "Construction" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" + }, + { + "name": "Investments", + "file": "Investments" }, { "name": "Identification", "file": "Identification" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Characters", + "file": "Characters" }, { - "name": "Investments", - "file": "Investments" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Roleplaying", + "file": "Roleplaying" }, { "name": "Never Ending Stories", "file": "NeverEndingStories" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "CreativeControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CreativeControl.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/CutScenes.json b/CutScenes.json index 08d93d20d374ab8ec1e026629b26d362048c5728..59c825c58b9e7ccf32fd156b78641d88dfb172c6 100644 --- a/CutScenes.json +++ b/CutScenes.json @@ -51,88 +51,88 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Levels", + "file": "Levels" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Downtime", + "file": "Downtime" }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, { - "name": "Levels", - "file": "Levels" - }, - { - "name": "Downtime", - "file": "Downtime" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Alternative Reality", "file": "AlternativeReality" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Surprises", + "file": "Surprises" }, { "name": "Illusion of Influence", "file": "IllusionofInfluence" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" } ], "pattern_id": "CutScenes", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "CutScenes.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Damage.json b/Damage.json index de6463bb20ce9b6eab65d4825f320c5e6f5af850..96ea5651a80796c6303324fdf58f83c6c488f5b4 100644 --- a/Damage.json +++ b/Damage.json @@ -61,108 +61,108 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Tension", + "file": "Tension" }, { - "name": "Characters", - "file": "Characters" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Combat", + "file": "Combat" }, { - "name": "Lives", - "file": "Lives" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Resources", - "file": "Resources" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Characters", + "file": "Characters" }, { - "name": "Tension", - "file": "Tension" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Combat", - "file": "Combat" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Lives", + "file": "Lives" }, { "name": "Skills", "file": "Skills" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" - }, - { - "name": "Surprises", - "file": "Surprises" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Units", - "file": "Units" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Ability Losses", + "file": "AbilityLosses" }, { "name": "Evade", "file": "Evade" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Units", + "file": "Units" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Damage", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Damage.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DeadlyTraps.json b/DeadlyTraps.json index a219ab8d79ffc7e64356f976fa42f3337b4f722b..e8f5350c8a50cec9299d831b0496162be63391e6 100644 --- a/DeadlyTraps.json +++ b/DeadlyTraps.json @@ -61,120 +61,120 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" - }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" - }, - { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Lives", - "file": "Lives" + "name": "Timing", + "file": "Timing" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Units", + "file": "Units" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Tension", + "file": "Tension" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Damage", + "file": "Damage" }, { "name": "Game World", "file": "GameWorld" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Tension", - "file": "Tension" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Damage", - "file": "Damage" + "name": "Time Limits", + "file": "TimeLimits" + }, + { + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { "name": "Safe Havens", "file": "SafeHavens" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Guard", - "file": "Guard" + "name": "Movement", + "file": "Movement" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Units", - "file": "Units" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Lives", + "file": "Lives" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Evade", - "file": "Evade" + "name": "Guard", + "file": "Guard" }, { - "name": "Movement", - "file": "Movement" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Timing", - "file": "Timing" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Evade", + "file": "Evade" + }, + { + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "DeadlyTraps", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DeadlyTraps.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DecreasedAbilities.json b/DecreasedAbilities.json index 0353c87925374eb3eb2de148fc5ede8916525574..abfee54cfb83e0b20694cc660202b714929d8eae 100644 --- a/DecreasedAbilities.json +++ b/DecreasedAbilities.json @@ -53,84 +53,84 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Skills", + "file": "Skills" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { "name": "Orthogonal Unit Differentiation", "file": "OrthogonalUnitDifferentiation" }, { - "name": "Player Killing", - "file": "PlayerKilling" - }, - { - "name": "Units", - "file": "Units" + "name": "Characters", + "file": "Characters" }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Characters", - "file": "Characters" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Skills", - "file": "Skills" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Balancing Effects", + "file": "BalancingEffects" + }, + { + "name": "Player Balance", + "file": "PlayerBalance" }, { "name": "Penalties", "file": "Penalties" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Units", + "file": "Units" } ], "pattern_id": "DecreasedAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DecreasedAbilities.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DedicatedGameFacilitators.json b/DedicatedGameFacilitators.json index 16ba63e78cc741d4aad9b518b94507ecc38e3848..b71faf7ac37ff4ae976b51913f5de83337f1b7d9 100644 --- a/DedicatedGameFacilitators.json +++ b/DedicatedGameFacilitators.json @@ -70,152 +70,152 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Betting", - "file": "Betting" + "name": "Combat", + "file": "Combat" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Characters", - "file": "Characters" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Characters", + "file": "Characters" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Combat", - "file": "Combat" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Agents", + "file": "Agents" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Betting", + "file": "Betting" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Enemies", + "file": "Enemies" }, { "name": "Communication Channels", "file": "CommunicationChannels" }, - { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" - }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Public Information", - "file": "PublicInformation" - }, - { - "name": "Enemies", - "file": "Enemies" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Agents", - "file": "Agents" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Never Ending Stories", + "file": "NeverEndingStories" + }, + { + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "DedicatedGameFacilitators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DedicatedGameFacilitators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DelayedEffects.json b/DelayedEffects.json index fd73b628f7271aa874e793f1b6ed48ee36f06daa..4730a67eb635cfad53b5d08c99706cfef75af4bd 100644 --- a/DelayedEffects.json +++ b/DelayedEffects.json @@ -54,100 +54,100 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Betting", - "file": "Betting" + "name": "Timing", + "file": "Timing" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Tension", + "file": "Tension" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, + { + "name": "Anticipation", + "file": "Anticipation" + }, + { + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" + }, + { + "name": "Interruptible Actions", + "file": "InterruptibleActions" + }, { "name": "Hovering Closures", "file": "HoveringClosures" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Tension", - "file": "Tension" + "name": "Investments", + "file": "Investments" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Betrayal", - "file": "Betrayal" - }, - { - "name": "Anticipation", - "file": "Anticipation" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Luck", - "file": "Luck" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Investments", - "file": "Investments" + "name": "Betting", + "file": "Betting" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Luck", + "file": "Luck" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Memorizing", - "file": "Memorizing" - }, - { - "name": "Timing", - "file": "Timing" + "name": "Tradeoffs", + "file": "Tradeoffs" } ], "pattern_id": "DelayedEffects", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DelayedEffects.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DelayedReciprocity.json b/DelayedReciprocity.json index 02c86f37572f62d23d83d31003c5b952a09fb979..a8c0215896da9c79c41d5e6126d3e5185f4c23ef 100644 --- a/DelayedReciprocity.json +++ b/DelayedReciprocity.json @@ -9,7 +9,7 @@ "Note, however, that [[Delayed Reciprocity]] does not require that the players have agreed upon the exchange beforehand or that the return is paid back to the same player. The \"random acts of kindness\" sometimes seen in MMORPGs where high level players help newbies in seemingly random ways create [[Delayed Reciprocity]] situations where the newbie, after having reached a high level, pays the return back to another newbie by helping him out." ], "consequences": [ - "[[Delayed Reciprocity]] gives players [[Anticipation]] of a [[Delayed Effect]] and thereby creates a [[Hovering Closure]]. When the [[Delayed Reciprocity]] is not guaranteed it make [[Betrayal]] possible, and requires [[Leaps of Faith]] actions from some players while forming [[Social Dilemmas]] for others. [[Delayed Reciprocity]] combined with time delay and the possibility of not getting anything in return due to a [[Betrayal]], brings in [[Tension]] between the players involved in the exchange situation. However, the situations involving [[Delayed Reciprocity]] also create a social bond between players and it seems that these situations are also one of the basic building blocks of having more sustained [[Social Interaction.]] [[Delayed Reciprocity]] situations can also be used to give rise to [[Uncommitted Alliances]] as basically they are [[Delayed Reciprocity]] situations where there can be more than two players involved and that there is a mutual agreement of some kind between the players." + "[[Delayed Reciprocity]] gives players [[Anticipation]] of a [[Delayed Effect]] and thereby creates a [[Hovering Closure]]. When the [[Delayed Reciprocity]] is not guaranteed it make [[Betrayal]] possible, and requires [[Leaps of Faith]] actions from some players while forming [[Social Dilemmas]] for others. [[Delayed Reciprocity]] combined with time delay and the possibility of not getting anything in return due to a [[Betrayal]], brings in [[Tension]] between the players involved in the exchange situation. However, the situations involving [[Delayed Reciprocity]] also create a social bond between players and it seems that these situations are also one of the basic building blocks of having more sustained [[Social Interaction]]. [[Delayed Reciprocity]] situations can also be used to give rise to [[Uncommitted Alliances]] as basically they are [[Delayed Reciprocity]] situations where there can be more than two players involved and that there is a mutual agreement of some kind between the players." ], "relations": { "Instantiates": [ @@ -45,52 +45,56 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { "name": "Uncommitted Alliances", "file": "UncommittedAlliances" }, { - "name": "Trading", - "file": "Trading" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Tension", + "file": "Tension" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Trading", + "file": "Trading" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Delayed Effects", + "file": "DelayedEffects" + }, + { + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Collaborative Actions", @@ -100,25 +104,21 @@ "name": "Social Dilemmas", "file": "SocialDilemmas" }, - { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Leaps of Faith", - "file": "LeapsofFaith" - }, { "name": "Cooperation", "file": "Cooperation" + }, + { + "name": "Social Interaction", + "file": "SocialInteraction" } ], "pattern_id": "DelayedReciprocity", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DelayedReciprocity.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Delivery.json b/Delivery.json index 7f81e53aeb240870db6bcc087e416dea6ef669e7..d236f6014005bef4d37a72e8fff971a5c162389f 100644 --- a/Delivery.json +++ b/Delivery.json @@ -5,11 +5,11 @@ "Games which have goals consisting of moving one game element from one place to another may be complicated by only letting players be able to move the game element through the effect of other game elements. In these cases, the goals may be seen as making a [[Delivery]] of a game element by using other game elements." ], "using_the_pattern": [ - "[[Delivery]] is the goal [[Traverse]] with the additional requirement that a certain game element must be brought to the [[Goal Point]]. The game element can be moved in several different ways: [[Pick-Ups]] allow players to concentrate on their own [[Movement]] by carrying the game element; making the game element move by performing actions on it allows for [[Aim & Shoot]] actions; or that they cannot be moved directly and required players to [[Herd]] it through using other game elements. [[Delivery]] can be used as a subgoal in [[Trading.]]", + "[[Delivery]] is the goal [[Traverse]] with the additional requirement that a certain game element must be brought to the [[Goal Point]]. The game element can be moved in several different ways: [[Pick-Ups]] allow players to concentrate on their own [[Movement]] by carrying the game element; making the game element move by performing actions on it allows for [[Aim & Shoot]] actions; or that they cannot be moved directly and required players to [[Herd]] it through using other game elements. [[Delivery]] can be used as a subgoal in [[Trading]].", "Game elements that are [[Pick-Ups]] give [[Gain Ownership]] goals, but also allow the [[Delivery]] to be divided between different [[Units]], possibly as different subgoals. This lets players use different [[Units]] for different areas in the game space depending on which [[Privileged Abilities]] they have and which obstacles are encountered. It also allows [[Delivery]] to be done by group of players where it is not important who delivers the game element as long as it is delivered, as for example in Football. This allows for [[Shared Rewards]] in [[Team Play]] or [[Dynamic Alliances]] but also that the [[Delivery]] goal of one player can be combined the [[Gain Ownership]] goal of another player to create [[Cooperation]]. By introducing players with opposing [[Gain Ownership]] goals as [[Preventing Goals]], game designers can introduce [[Conflict]] and [[Tension]] into the game." ], "consequences": [ - "[[Delivery]] can be used to steer players' [[Movement]] within the game space and is a classic way of steering a player's progress along a [[Narrative Structure]]. Depending on the obstacles and resistances in completing the goal, [[Delivery]] can contain subgoals of [[Evade]], [[Stealth,]] or [[Overcome]]." + "[[Delivery]] can be used to steer players' [[Movement]] within the game space and is a classic way of steering a player's progress along a [[Narrative Structure]]. Depending on the obstacles and resistances in completing the goal, [[Delivery]] can contain subgoals of [[Evade]], [[Stealth]], or [[Overcome]]." ], "relations": { "Instantiates": [ @@ -41,60 +41,60 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Traverse", - "file": "Traverse" + "name": "Trading", + "file": "Trading" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Pick-Ups", "file": "Pick-Ups" }, { - "name": "Trading", - "file": "Trading" + "name": "Movement", + "file": "Movement" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Overcome", + "file": "Overcome" }, { "name": "Goal Points", "file": "GoalPoints" }, - { - "name": "Evade", - "file": "Evade" - }, { "name": "Aim & Shoot", "file": "Aim&Shoot" }, - { - "name": "Movement", - "file": "Movement" - }, { "name": "Herd", "file": "Herd" }, - { - "name": "Overcome", - "file": "Overcome" - }, { "name": "Stealth", "file": "Stealth" + }, + { + "name": "Evade", + "file": "Evade" + }, + { + "name": "Traverse", + "file": "Traverse" + }, + { + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Delivery", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780279", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Delivery.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Dexterity-BasedActions.json b/Dexterity-BasedActions.json index 8a30f66da5bd98f7872037264e4034e85e0667b5..511356171c558e0543d74b24cc71c79713f1688c 100644 --- a/Dexterity-BasedActions.json +++ b/Dexterity-BasedActions.json @@ -50,84 +50,84 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Combat", - "file": "Combat" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Obstacles", "file": "Obstacles" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Maneuvering", - "file": "Maneuvering" - }, - { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Combat", + "file": "Combat" }, { "name": "Movement", "file": "Movement" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Overcome", - "file": "Overcome" + "name": "First-Person Views", + "file": "First-PersonViews" + }, + { + "name": "Third-Person Views", + "file": "Third-PersonViews" + }, + { + "name": "Maneuvering", + "file": "Maneuvering" }, { "name": "Polyathlons", "file": "Polyathlons" + }, + { + "name": "Surprises", + "file": "Surprises" } ], "pattern_id": "Dexterity-BasedActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Dexterity-BasedActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Dice.json b/Dice.json index 8027880b5d27ddb63ccfb4b57542022829a40fc8..143c9ca5cfb666c9a7f51837254522787200d172 100644 --- a/Dice.json +++ b/Dice.json @@ -32,40 +32,40 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Combat", - "file": "Combat" + "name": "Skills", + "file": "Skills" }, { "name": "Luck", "file": "Luck" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" - }, - { - "name": "Skills", - "file": "Skills" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, - { - "name": "Focus Loci", - "file": "FocusLoci" - }, { "name": "Randomness", "file": "Randomness" + }, + { + "name": "Combat", + "file": "Combat" + }, + { + "name": "Balancing Effects", + "file": "BalancingEffects" } ], "pattern_id": "Dice", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Dice.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DiminishingReturns.json b/DiminishingReturns.json index c342d46618bab34b50accc8d80e32f8947fcd11b..07c7411bdde7a879c2cbb62b0cd9301c454729df 100644 --- a/DiminishingReturns.json +++ b/DiminishingReturns.json @@ -43,68 +43,68 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Mule", - "file": "Mule" + "name": "Skills", + "file": "Skills" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Investments", + "file": "Investments" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Resources", - "file": "Resources" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { "name": "Balancing Effects", "file": "BalancingEffects" }, { - "name": "Investments", - "file": "Investments" + "name": "Mule", + "file": "Mule" }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Skills", - "file": "Skills" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "DiminishingReturns", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DiminishingReturns.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DirectInformation.json b/DirectInformation.json index a5715f79c82ae624f84b3e8040c1bece18ff5640..1b25296fe7d9d82da293f9771131484e9f60b347 100644 --- a/DirectInformation.json +++ b/DirectInformation.json @@ -6,7 +6,7 @@ ], "using_the_pattern": [ "[[Direct Information]] can easily be implemented by using tangible game elements to represent values in the game state; if the only way to manipulate the value is to manipulate the game element, information about it is automatically direct. Other ways of implementing [[Direct Information]] depend on how much information, and what kind of information, the game designer wants players to be able to give or receive. [[Social Interaction]] and [[Negotiation]] can allow players to freely choose the amount and type of information, and also allow them to use direct or [[Indirect Information]] as they wish or if they wish to mix them. [[Direct Information]] in these cases decreases the possibility of [[Bluffing]]. [[Bidding]] and [[Trading]] typically has a minimum set of information that needs to be communicated, typically number and kind of game elements although this can be expanded greatly or reduced to only a number of game elements.", - "Other ways of giving players [[Direct Information]] include game elements such as [[Alarms]] and [[Traces]] or parts of the interface such as Status Indicators, Goal Indicators, [[Progress Indicators,]] and [[Outcome Indicators]]. Game elements that can be used for either [[Direct Information]] or [[Indirect Information]] to support [[Puzzle Solving]] include [[Helpers]] and [[Clues]].", + "Other ways of giving players [[Direct Information]] include game elements such as [[Alarms]] and [[Traces]] or parts of the interface such as Status Indicators, Goal Indicators, [[Progress Indicators]], and [[Outcome Indicators]]. Game elements that can be used for either [[Direct Information]] or [[Indirect Information]] to support [[Puzzle Solving]] include [[Helpers]] and [[Clues]].", "A special case of using [[Direct Information]] is to support [[Save-Load Cycles]] so that the game state can be stored for later gameplay or for returning to a previous game state." ], "consequences": [ @@ -53,81 +53,81 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Clues", + "file": "Clues" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Puzzle Solving", + "file": "PuzzleSolving" + }, + { + "name": "Helpers", + "file": "Helpers" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Bidding", "file": "Bidding" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Trading", - "file": "Trading" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Trading", + "file": "Trading" }, { - "name": "Clues", - "file": "Clues" + "name": "Indirect Information", + "file": "IndirectInformation" }, { "name": "Communication Channels", "file": "CommunicationChannels" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Status Indicators", "file": "StatusIndicators" }, - { - "name": "Red Herrings", - "file": "RedHerrings" - }, { "name": "Bluffing", "file": "Bluffing" @@ -136,9 +136,9 @@ "pattern_id": "DirectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DirectInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DiscardPiles.json b/DiscardPiles.json index 247c8b08531053a77ae6aa8a7f630763cc551c65..8f3fb6d0ad86d8da7d775aeedaf42ab196e7869e 100644 --- a/DiscardPiles.json +++ b/DiscardPiles.json @@ -30,8 +30,8 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Analysis Paralysis", @@ -41,21 +41,21 @@ "name": "Tiles", "file": "Tiles" }, - { - "name": "Memorizing", - "file": "Memorizing" - }, { "name": "Cards", "file": "Cards" + }, + { + "name": "Stimulated Planning", + "file": "StimulatedPlanning" } ], "pattern_id": "DiscardPiles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DiscardPiles.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DisruptionofFocusedAttention.json b/DisruptionofFocusedAttention.json index 45b59e98d9e04cd859493286f961843340b1aac5..9978f3097c4d200bd0fdeab4075477e86eab7e15 100644 --- a/DisruptionofFocusedAttention.json +++ b/DisruptionofFocusedAttention.json @@ -46,73 +46,73 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ + { + "name": "Spatial Immersion", + "file": "SpatialImmersion" + }, { "name": "Alarms", "file": "Alarms" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Cut Scenes", + "file": "CutScenes" }, { "name": "Sensory-Motoric Immersion", "file": "Sensory-MotoricImmersion" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Aim & Shoot", "file": "Aim&Shoot" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Surprises", - "file": "Surprises" - }, - { - "name": "Spatial Immersion", - "file": "SpatialImmersion" - }, - { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Surprises", + "file": "Surprises" } ], "pattern_id": "DisruptionofFocusedAttention", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DisruptionofFocusedAttention.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Downtime.json b/Downtime.json index 95c3ad24387f5133694184a9614b956964ec97a8..691204ddce690580e2ceb64190d29c24ebb92cc8 100644 --- a/Downtime.json +++ b/Downtime.json @@ -80,172 +80,172 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Tension", + "file": "Tension" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Damage", + "file": "Damage" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Tension", - "file": "Tension" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Damage", - "file": "Damage" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" + }, + { + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Downtime", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Downtime.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DrawingStacks.json b/DrawingStacks.json index f7e0ff29a9ecd0b73a07a914622413856ca87ed9..1a05cc87146e90ca3a18f0bba98b1d3cccd3059f 100644 --- a/DrawingStacks.json +++ b/DrawingStacks.json @@ -32,32 +32,32 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Container", - "file": "Container" + "name": "Tiles", + "file": "Tiles" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Cards", + "file": "Cards" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Cards", - "file": "Cards" + "name": "Container", + "file": "Container" } ], "pattern_id": "DrawingStacks", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DrawingStacks.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DynamicAlliances.json b/DynamicAlliances.json index 0399f598938b22b91891e4eb881950c0e11b5b8f..c8743dcfc4aa5a5062614cee36bcd5a2b71d02af 100644 --- a/DynamicAlliances.json +++ b/DynamicAlliances.json @@ -50,88 +50,88 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Score", - "file": "Score" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" + }, + { + "name": "Alliances", + "file": "Alliances" }, { "name": "Penalties", "file": "Penalties" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Score", + "file": "Score" }, { "name": "Competition", "file": "Competition" }, { - "name": "Negotiation", - "file": "Negotiation" - }, - { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Social Dilemmas", + "file": "SocialDilemmas" } ], "pattern_id": "DynamicAlliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DynamicAlliances.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/DynamicGoalCharacteristics.json b/DynamicGoalCharacteristics.json index 2222c3a353986520bb10f5ad707d2baa03020202..d2d08bf34948f2ae3439ed1ff6dc8f6e00406ade 100644 --- a/DynamicGoalCharacteristics.json +++ b/DynamicGoalCharacteristics.json @@ -41,37 +41,37 @@ ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ + { + "name": "Perceivable Margins", + "file": "PerceivableMargins" + }, { "name": "Role Reversal", "file": "RoleReversal" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Collection", - "file": "Collection" - }, - { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Collection", + "file": "Collection" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { "name": "Planned Character Development", @@ -85,9 +85,9 @@ "pattern_id": "DynamicGoalCharacteristics", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "DynamicGoalCharacteristics.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/EarlyElimination.json b/EarlyElimination.json index b55f3a65e249b30e249fcd624ea9e125b45dc067..42ebdb4c550d45e5eada02a01229fd3a961c3f76 100644 --- a/EarlyElimination.json +++ b/EarlyElimination.json @@ -37,41 +37,41 @@ ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ - { - "name": "Player Elimination", - "file": "PlayerElimination" - }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Tension", + "file": "Tension" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, + { + "name": "Spectators", + "file": "Spectators" + }, { "name": "Time Limits", "file": "TimeLimits" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Tension", - "file": "Tension" + "name": "Spawning", + "file": "Spawning" } ], "pattern_id": "EarlyElimination", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "EarlyElimination.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/EasterEggs.json b/EasterEggs.json index 914737ed1ca54c8c7f11378f908ea207ea0d5b4b..eeb287fc7b0b102f9278c7cca853c3b1f33f4793 100644 --- a/EasterEggs.json +++ b/EasterEggs.json @@ -43,64 +43,64 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Exploration", - "file": "Exploration" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Resources", - "file": "Resources" + "name": "Replayability", + "file": "Replayability" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Clues", + "file": "Clues" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Clues", - "file": "Clues" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Resources", + "file": "Resources" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Optional Goals", + "file": "OptionalGoals" } ], "pattern_id": "EasterEggs", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "EasterEggs.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Eliminate.json b/Eliminate.json index c529bf49a8ac5afc520202c40a7838d743e65e28..d3ef6f78dfeb7c13d569dbebdf30f22d99112086 100644 --- a/Eliminate.json +++ b/Eliminate.json @@ -54,93 +54,93 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Penalties", - "file": "Penalties" - }, - { - "name": "Bidding", - "file": "Bidding" - }, { "name": "Consumers", "file": "Consumers" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Combat", + "file": "Combat" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Damage", + "file": "Damage" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Capture", - "file": "Capture" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Combat", - "file": "Combat" + "name": "Capture", + "file": "Capture" }, { "name": "Survive", "file": "Survive" }, { - "name": "Damage", - "file": "Damage" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" + }, + { + "name": "Contact", + "file": "Contact" + }, + { + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Enemies", + "file": "Enemies" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Units", - "file": "Units" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Player Elimination", + "file": "PlayerElimination" }, { "name": "Evade", "file": "Evade" }, { - "name": "Last Man Standing", - "file": "LastManStanding" - }, - { - "name": "Contact", - "file": "Contact" + "name": "Units", + "file": "Units" } ], "pattern_id": "Eliminate", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780202", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Eliminate.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/EmotionalImmersion.json b/EmotionalImmersion.json index 90e4209c7383e9310729733a42c5a3d2e03c892a..46911910de81683f3d7d5e19935abd9d289dab4d 100644 --- a/EmotionalImmersion.json +++ b/EmotionalImmersion.json @@ -11,7 +11,7 @@ "Providing players with explicit information about the game state through [[Direct Information]] can easily disrupt [[Emotional Immersion]] as the player is reminded that the game is a model. [[Indirect Information]] can avoid this but must be used so that the style of the presentation follows the [[Consistent Reality Logic]] of the [[Game World]]." ], "consequences": [ - "[[Emotional Immersion]] is one form of [[Immersion]] in games and affects how players struggle towards goals, how they make [[Risk/Reward]] choices, and their motivations for playing a game. It requires [[Identification]] with some part in the game to exist and is both a cause for [[Anticipation]] and an effect of it. [[Game Mastery]] in a game can give [[Emotional Immersion]] in a game due to the [[Empowerment]] mastery gives, but this type of [[Emotional Immersion]] is broken if the players [[Perceived Chance to Succeed]] or [[Illusion of Influence]] is removed. [[Freedom of Choice]] has the same form of relations to [[Emotional Immersion]] as [[Game Mastery]]. Games can provide many of the emotional responses that other medium with [[Narrative Structures]] can, but emotional responses can also be achieved through the actions players take. Among those easy to create by interaction in games are [[Anticipation]], [[Surprises]], [[Tension]], Stress, Horror, Disgust, Frustration, and Wonder. Examples of how these can be achieved are through the use of [[Conflict]], [[Exploration]], [[Hovering Closures,]] or [[Overcome]] goals.", + "[[Emotional Immersion]] is one form of [[Immersion]] in games and affects how players struggle towards goals, how they make [[Risk/Reward]] choices, and their motivations for playing a game. It requires [[Identification]] with some part in the game to exist and is both a cause for [[Anticipation]] and an effect of it. [[Game Mastery]] in a game can give [[Emotional Immersion]] in a game due to the [[Empowerment]] mastery gives, but this type of [[Emotional Immersion]] is broken if the players [[Perceived Chance to Succeed]] or [[Illusion of Influence]] is removed. [[Freedom of Choice]] has the same form of relations to [[Emotional Immersion]] as [[Game Mastery]]. Games can provide many of the emotional responses that other medium with [[Narrative Structures]] can, but emotional responses can also be achieved through the actions players take. Among those easy to create by interaction in games are [[Anticipation]], [[Surprises]], [[Tension]], Stress, Horror, Disgust, Frustration, and Wonder. Examples of how these can be achieved are through the use of [[Conflict]], [[Exploration]], [[Hovering Closures]], or [[Overcome]] goals.", "[[Emotional Immersion]] can easily be lost if the [[Consistent Reality Logic]] of the [[Alternative Reality]] is broken. [[Attention Swapping]], which can be used to modulate [[Narrative Structure]] with great efficiency in other mediums, forces players to either move between [[Focus Loci]] or loss them altogether and can thereby negatively affect [[Emotional Immersion]] in games.", "[[Emotional Immersion]] can easily disrupt [[Cognitive Immersion]] in a game and can be difficult to achieve when one already has [[Cognitive Immersion]]." ], @@ -82,200 +82,200 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Tension", + "file": "Tension" }, { - "name": "Betting", - "file": "Betting" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Characters", - "file": "Characters" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Lives", - "file": "Lives" + "name": "Clues", + "file": "Clues" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Resources", - "file": "Resources" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Avatars", + "file": "Avatars" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { - "name": "Tension", - "file": "Tension" + "name": "Identification", + "file": "Identification" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Characters", + "file": "Characters" }, { - "name": "Immersion", - "file": "Immersion" + "name": "God Views", + "file": "GodViews" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Identification", - "file": "Identification" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Betting", + "file": "Betting" + }, + { + "name": "Penalties", + "file": "Penalties" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Handles", - "file": "Handles" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Clues", - "file": "Clues" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Lives", + "file": "Lives" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "God Views", - "file": "GodViews" + "name": "Handles", + "file": "Handles" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Resources", + "file": "Resources" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "EmotionalImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "EmotionalImmersion.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Empowerment.json b/Empowerment.json index d00d9863a9b37590220a49c7c13650ee8a306739..332acb54f2c1e550a035ed2947fc5d9c7533cf69 100644 --- a/Empowerment.json +++ b/Empowerment.json @@ -60,124 +60,124 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Team Play", - "file": "TeamPlay" + "name": "Converters", + "file": "Converters" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Producers", "file": "Producers" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Improved Abilities", + "file": "ImprovedAbilities" + }, + { + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Converters", - "file": "Converters" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" + }, + { + "name": "Player Balance", + "file": "PlayerBalance" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" } ], "pattern_id": "Empowerment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Empowerment.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Enclosure.json b/Enclosure.json index 6dd85b903139073ef38c70267562f78fca86d3d3..1338616e81006d5aeb622f50cbeae21c08fcc35d 100644 --- a/Enclosure.json +++ b/Enclosure.json @@ -35,6 +35,10 @@ "name": "Capture", "file": "Capture" }, + { + "name": "Connection", + "file": "Connection" + }, { "name": "Configuration", "file": "Configuration" @@ -42,18 +46,14 @@ { "name": "Gain Ownership", "file": "GainOwnership" - }, - { - "name": "Connection", - "file": "Connection" } ], "pattern_id": "Enclosure", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1781631", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Enclosure.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Enemies.json b/Enemies.json index ebcc03bb5b6c883a766fa4041aa8af02780ed516..9ce2f609dd6dd969c5b22e89d006139eead30f39 100644 --- a/Enemies.json +++ b/Enemies.json @@ -69,152 +69,152 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Units", + "file": "Units" }, { - "name": "Agents", - "file": "Agents" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Tension", + "file": "Tension" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Combat", + "file": "Combat" }, { - "name": "Characters", - "file": "Characters" + "name": "Levels", + "file": "Levels" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Exploration", + "file": "Exploration" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Tension", - "file": "Tension" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Eliminate", - "file": "Eliminate" - }, - { - "name": "Combat", - "file": "Combat" + "name": "Identification", + "file": "Identification" }, { - "name": "Levels", - "file": "Levels" + "name": "Characters", + "file": "Characters" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Identification", - "file": "Identification" + "name": "Agents", + "file": "Agents" }, { - "name": "Competition", - "file": "Competition" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Gain Ownership", + "file": "GainOwnership" }, { "name": "Skills", "file": "Skills" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Units", - "file": "Units" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Competition", + "file": "Competition" }, { - "name": "Evade", - "file": "Evade" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Evade", + "file": "Evade" + }, + { + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "Enemies", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Enemies.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/EphemeralGoals.json b/EphemeralGoals.json index 118701bb7e13296783e809524ae2e971054c6d7f..4e5ae98eeb816b28d165c94a9054897944023b17 100644 --- a/EphemeralGoals.json +++ b/EphemeralGoals.json @@ -58,88 +58,88 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Predefined Goals", - "file": "PredefinedGoals" - }, - { - "name": "Optional Goals", - "file": "OptionalGoals" - }, - { - "name": "Games within Games", - "file": "GameswithinGames" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { "name": "Committed Goals", "file": "CommittedGoals" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, - { - "name": "Downtime", - "file": "Downtime" - }, { "name": "Alternative Reality", "file": "AlternativeReality" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { "name": "Player Defined Goals", "file": "PlayerDefinedGoals" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" + }, + { + "name": "Player Balance", + "file": "PlayerBalance" + }, + { + "name": "Penalties", + "file": "Penalties" }, { "name": "Unknown Goals", "file": "UnknownGoals" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Optional Goals", + "file": "OptionalGoals" + }, + { + "name": "Rewards", + "file": "Rewards" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" } ], "pattern_id": "EphemeralGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "EphemeralGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Evade.json b/Evade.json index c7e3bfafa500bbeba3b87a0d520cbb01c9698f37..3022aea5d6136019d7a22e3e3dcfc5b37b5bd3e8 100644 --- a/Evade.json +++ b/Evade.json @@ -51,40 +51,44 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Eliminate", - "file": "Eliminate" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Capture", + "file": "Capture" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Lives", + "file": "Lives" }, { - "name": "Damage", - "file": "Damage" + "name": "Tension", + "file": "Tension" }, { - "name": "Units", - "file": "Units" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Movement", + "file": "Movement" + }, + { + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { "name": "Time Limits", @@ -95,40 +99,36 @@ "file": "Aim&Shoot" }, { - "name": "Lives", - "file": "Lives" + "name": "Damage", + "file": "Damage" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Movement", - "file": "Movement" + "name": "Stealth", + "file": "Stealth" }, { "name": "Preventing Goals", "file": "PreventingGoals" }, { - "name": "Capture", - "file": "Capture" - }, - { - "name": "Tension", - "file": "Tension" + "name": "Units", + "file": "Units" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "Evade", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780239", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Evade.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ExcludingGoals.json b/ExcludingGoals.json index 38c55fb9999aabddc1060ce2967e9524e415a73d..8e176bb4c0ab28c20e32a84a64535d75c36e37f5 100644 --- a/ExcludingGoals.json +++ b/ExcludingGoals.json @@ -45,32 +45,28 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Closure Points", + "file": "ClosurePoints" }, { "name": "Shared Rewards", "file": "SharedRewards" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" - }, - { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Overcome", + "file": "Overcome" }, { "name": "Competition", @@ -81,28 +77,32 @@ "file": "Race" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" - }, - { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { "name": "Dynamic Goal Characteristics", "file": "DynamicGoalCharacteristics" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Preventing Goals", + "file": "PreventingGoals" + }, + { + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Incompatible Goals", + "file": "IncompatibleGoals" } ], "pattern_id": "ExcludingGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ExcludingGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Experimenting.json b/Experimenting.json index 939bb10d948ae68c2e288a3d98da7acfbc6495eb..1e8a622d68b751a53e35453b84503a576bc16108 100644 --- a/Experimenting.json +++ b/Experimenting.json @@ -63,64 +63,52 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Tension", + "file": "Tension" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" - }, - { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" - }, - { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" - }, - { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Tension", - "file": "Tension" + "name": "Construction", + "file": "Construction" }, { "name": "Combos", @@ -130,53 +118,65 @@ "name": "Safe Havens", "file": "SafeHavens" }, - { - "name": "Competition", - "file": "Competition" - }, { "name": "Quick Games", "file": "QuickGames" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" + }, + { + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Illusionary Rewards", "file": "IllusionaryRewards" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" + }, + { + "name": "Irreversible Actions", + "file": "IrreversibleActions" + }, + { + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" + }, + { + "name": "Competition", + "file": "Competition" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Construction", - "file": "Construction" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Experimenting", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Experimenting.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Exploration.json b/Exploration.json index 176215165053dd0c56b4145f15bb3bb09a4d103e..d92fc7504f73ec70e7c66952ab6ead429dddbdc0 100644 --- a/Exploration.json +++ b/Exploration.json @@ -65,69 +65,53 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Limited Foresight", - "file": "LimitedForesight" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, - { - "name": "Race", - "file": "Race" - }, { "name": "Memorizing", "file": "Memorizing" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Resources", - "file": "Resources" - }, - { - "name": "Obstacles", - "file": "Obstacles" + "name": "Clues", + "file": "Clues" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Race", + "file": "Race" }, { "name": "Easter Eggs", @@ -138,68 +122,84 @@ "file": "GameWorldNavigation" }, { - "name": "Clues", - "file": "Clues" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Construction", + "file": "Construction" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" + }, + { + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { "name": "Single-Player Games", "file": "Single-PlayerGames" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Traces", - "file": "Traces" + "name": "Movement", + "file": "Movement" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Resources", + "file": "Resources" }, { - "name": "Movement", - "file": "Movement" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Construction", - "file": "Construction" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Obstacles", + "file": "Obstacles" + }, + { + "name": "Traces", + "file": "Traces" + }, + { + "name": "Strategic Locations", + "file": "StrategicLocations" + }, + { + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "Exploration", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780329", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Exploration.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ExtendedActions.json b/ExtendedActions.json index de5433d8dc0cfde519f319e0bf9775bb67e25db8..ca554b75f871248c5573f3b7c027ecdc1dd64c25 100644 --- a/ExtendedActions.json +++ b/ExtendedActions.json @@ -62,128 +62,128 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Tension", + "file": "Tension" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { "name": "Game Mastery", "file": "GameMastery" }, - { - "name": "Interruptible Actions", - "file": "InterruptibleActions" - }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" - }, - { - "name": "No-Ops", - "file": "No-Ops" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Tension", - "file": "Tension" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Producers", - "file": "Producers" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Geometric Rewards for Investments", "file": "GeometricRewardsforInvestments" }, - { - "name": "Downtime", - "file": "Downtime" - }, { "name": "Combos", "file": "Combos" }, { - "name": "Investments", - "file": "Investments" + "name": "Producers", + "file": "Producers" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Investments", + "file": "Investments" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Perceivable Margins", + "file": "PerceivableMargins" + }, + { + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "Illusionary Rewards", "file": "IllusionaryRewards" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Units", - "file": "Units" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Collaborative Actions", + "file": "CollaborativeActions" + }, + { + "name": "Aim & Shoot", + "file": "Aim&Shoot" + }, + { + "name": "Units", + "file": "Units" } ], "pattern_id": "ExtendedActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ExtendedActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Extra-GameActions.json b/Extra-GameActions.json index 71dba51b59fe76fd6397828881750fa7bbd79dca..40f4db13cafa6c18938378f190372f6298118b0b 100644 --- a/Extra-GameActions.json +++ b/Extra-GameActions.json @@ -61,120 +61,120 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Game State Overview", + "file": "GameStateOverview" }, { "name": "Cameras", "file": "Cameras" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" - }, - { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Combos", + "file": "Combos" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Investments", + "file": "Investments" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Combos", - "file": "Combos" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Investments", - "file": "Investments" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Extra-GameActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Extra-GameActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Extra-GameConsequences.json b/Extra-GameConsequences.json index 0faaa1a20e73a46bb1e039492477b2fe484cd6fc..940a38da2067536619b86d64704f4a6ab70970d0 100644 --- a/Extra-GameConsequences.json +++ b/Extra-GameConsequences.json @@ -48,84 +48,84 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Tools", + "file": "Tools" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Investments", + "file": "Investments" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { "name": "Social Statuses", "file": "SocialStatuses" }, { - "name": "Penalties", - "file": "Penalties" - }, - { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" - }, - { - "name": "Betting", - "file": "Betting" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Tools", - "file": "Tools" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Investments", - "file": "Investments" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Score", "file": "Score" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Betting", + "file": "Betting" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Character Development", + "file": "CharacterDevelopment" + }, + { + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" + }, + { + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "Extra-GameConsequences", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Extra-GameConsequences.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Extra-GameInformation.json b/Extra-GameInformation.json index db38c8d9c7365587a3969ccc22421462ca8ac141..4d6c9283807bcffe721ed9e75e7a0e5d66b2b1a0 100644 --- a/Extra-GameInformation.json +++ b/Extra-GameInformation.json @@ -40,60 +40,60 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Storytelling", + "file": "Storytelling" }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" - }, - { - "name": "Combos", - "file": "Combos" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Immersion", + "file": "Immersion" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" + }, + { + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Consistent Reality Logic", "file": "ConsistentRealityLogic" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Combos", + "file": "Combos" + }, + { + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" } ], "pattern_id": "Extra-GameInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Extra-GameInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/First-PersonViews.json b/First-PersonViews.json index 274efd8c97a2f4d5b08697db818ed345e186f4c0..aca9a19755b6a4a3ab952ed9ffdecc10a396f121 100644 --- a/First-PersonViews.json +++ b/First-PersonViews.json @@ -10,7 +10,7 @@ "[[First-Person Views]] can also be used to provide [[Public Information]] which is focused upon a specific part of the [[Game World]] and can also by used to give [[Spectators]] a sense of [[Spatial Immersion]]." ], "consequences": [ - "Since [[First-Person Views]] provide players with feedback similar to that receive when performing movement in the real world, these views support [[Spatial Immersion]] and [[Dexterity-Based Actions]] such as [[Maneuvering]] and [[Aim & Shoot]] in the [[Game World.]]" + "Since [[First-Person Views]] provide players with feedback similar to that receive when performing movement in the real world, these views support [[Spatial Immersion]] and [[Dexterity-Based Actions]] such as [[Maneuvering]] and [[Aim & Shoot]] in the [[Game World]]." ], "relations": { "Instantiates": [ @@ -41,57 +41,57 @@ ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ - { - "name": "Public Information", - "file": "PublicInformation" - }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Fog of War", - "file": "FogofWar" - }, - { - "name": "Game World", - "file": "GameWorld" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "God Views", - "file": "GodViews" + "name": "Public Information", + "file": "PublicInformation" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "Maneuvering", - "file": "Maneuvering" - }, - { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "God Views", + "file": "GodViews" }, { "name": "Status Indicators", "file": "StatusIndicators" }, + { + "name": "Fog of War", + "file": "FogofWar" + }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Aim & Shoot", + "file": "Aim&Shoot" + }, + { + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "First-PersonViews", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "First-PersonViews.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/FocusLoci.json b/FocusLoci.json index f76cb14388b2ee1b4bd5c5af54a2226d1f54d64d..083f90c1a2b3d7b3386bc32ab561388ea5890f8e 100644 --- a/FocusLoci.json +++ b/FocusLoci.json @@ -2,7 +2,7 @@ "pattern_name": "Focus Loci", "description": "The game elements through which a player's actions are taken.", "content": [ - "[[Focus Loci,]] the locations of thefocus, are the game elements through which players can affect the game state. The most obvious [[Focus Loci]] are the game elements that can be moved by the player, and the actions they provide are the possibility of moving them." + "[[Focus Loci]], the locations of thefocus, are the game elements through which players can affect the game state. The most obvious [[Focus Loci]] are the game elements that can be moved by the player, and the actions they provide are the possibility of moving them." ], "using_the_pattern": [ "The four main options for [[Focus Loci]] are [[Avatar]], [[Units]], [[Characters]], and [[God's Fingers]]. The first three can maintain a [[Consistent Reality Logic]], but the actions they provide are then restricted by the [[Alternative Reality]] of the game. They also allow points within the game for players to have [[Identification]] with. The use of [[Characters]] allows players to have [[Focus Loci]] without the need for [[Game Worlds]]. The use of several [[Focus Loci]] through [[Units]] allows single players to simulate [[Team Play]] but requires [[Attention Swapping]] and [[Status Indicators]] to show where the [[Focus Loci]] are in the [[Game World]]. As the swapping between [[Units]] is often done by explicit actions performed from a [[Third-Person View]], this [[Third-Person View]] can actually be seen as a form of [[Focus Loci]]. [[God's Fingers]] are most often used to allow players to have [[Game State Overview]] and to let them do [[Attention Swapping]] between other [[Focus Loci]] but can be used to provide the god-like actions found in god games.", @@ -10,7 +10,7 @@ "The choice of [[Focus Loci]] and the actions they support dictate which game elements players have [[Indirect Control]] over." ], "consequences": [ - "[[Focus Loci]] are game elements within [[Game Worlds]] thatprovide methods for players to affect the [[Game Worlds]]. [[Focus Loci]] can affect the [[Game World]] usually by affecting themselves, other game elements, or the environment in their immediate vicinity, for example, to gain [[Area Control]] in the latter case. These [[Focus Loci]] support [[Cognitive Immersion,]] and in some cases, [[Spatial Immersion]]. The [[Focus Loci]] that are not defined as part of the [[Game World]] primarily support [[Cognitive Immersion]] but can also support [[Sensory-Motoric Immersion]].", + "[[Focus Loci]] are game elements within [[Game Worlds]] thatprovide methods for players to affect the [[Game Worlds]]. [[Focus Loci]] can affect the [[Game World]] usually by affecting themselves, other game elements, or the environment in their immediate vicinity, for example, to gain [[Area Control]] in the latter case. These [[Focus Loci]] support [[Cognitive Immersion]], and in some cases, [[Spatial Immersion]]. The [[Focus Loci]] that are not defined as part of the [[Game World]] primarily support [[Cognitive Immersion]] but can also support [[Sensory-Motoric Immersion]].", "Providing multiple [[Focus Loci]] affects the [[Risk/Reward]] tradeoffs that have to be made when initiating [[Extended Actions]]." ], "relations": { @@ -51,84 +51,84 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "God's Finger", + "file": "God'sFinger" }, { "name": "Identification", "file": "Identification" }, { - "name": "Units", - "file": "Units" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Dice", - "file": "Dice" + "name": "Characters", + "file": "Characters" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Cards", + "file": "Cards" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Characters", - "file": "Characters" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Dice", + "file": "Dice" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "God's Finger", - "file": "God'sFinger" + "name": "Units", + "file": "Units" }, { - "name": "Cards", - "file": "Cards" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "FocusLoci", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "FocusLoci.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/FogofWar.json b/FogofWar.json index feacec2c12669ba1bccf39312483c20fbd03576e..e4773692bd35a63735f5b5d50ab029d9a6c8e976 100644 --- a/FogofWar.json +++ b/FogofWar.json @@ -50,80 +50,80 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, - { - "name": "Guard", - "file": "Guard" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Orthogonal Unit Differentiation", "file": "OrthogonalUnitDifferentiation" }, { - "name": "God Views", - "file": "GodViews" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "God Views", + "file": "GodViews" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Guard", + "file": "Guard" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Cameras", + "file": "Cameras" + }, + { + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "FogofWar", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "FogofWar.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/FreedomofChoice.json b/FreedomofChoice.json index f4be7bc49d7a6f9276736a857fe101d9008240e4..56bf130779607fe6df5023456b393f92f6251ee1 100644 --- a/FreedomofChoice.json +++ b/FreedomofChoice.json @@ -95,244 +95,244 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Converters", + "file": "Converters" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Characters", - "file": "Characters" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Construction", + "file": "Construction" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Container", - "file": "Container" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Characters", + "file": "Characters" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Trading", + "file": "Trading" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Container", + "file": "Container" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Trading", - "file": "Trading" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Converters", - "file": "Converters" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Construction", - "file": "Construction" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "FreedomofChoice", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "FreedomofChoice.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GainCompetence.json b/GainCompetence.json index 6cf924f1d310a0a51b18bdf422eaf936c910f2da..3cf30f0ba13279824aa8bc94cbd4a63a7dc8369f 100644 --- a/GainCompetence.json +++ b/GainCompetence.json @@ -47,72 +47,72 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Tools", + "file": "Tools" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Skills", + "file": "Skills" }, { "name": "Limited Set of Actions", "file": "LimitedSetofActions" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Tools", - "file": "Tools" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { "name": "New Abilities", "file": "NewAbilities" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Skills", - "file": "Skills" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Race", - "file": "Race" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Race", + "file": "Race" + }, + { + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "GainCompetence", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783242", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GainCompetence.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GainInformation.json b/GainInformation.json index 7f0de6a8026e83185d5362966042476acff4e8d5..dd7f9d780979a74dd7b53bf585f6e70535a317f6 100644 --- a/GainInformation.json +++ b/GainInformation.json @@ -56,92 +56,92 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Limited Foresight", - "file": "LimitedForesight" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, - { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Card Hands", + "file": "CardHands" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Committed Goals", "file": "CommittedGoals" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Supporting Goals", "file": "SupportingGoals" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" - }, - { - "name": "Card Hands", - "file": "CardHands" + "name": "Exploration", + "file": "Exploration" }, { "name": "Secret Resources", "file": "SecretResources" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Fog of War", + "file": "FogofWar" }, { "name": "Unknown Goals", "file": "UnknownGoals" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Gain Ownership", + "file": "GainOwnership" + }, + { + "name": "Experimenting", + "file": "Experimenting" + }, + { + "name": "Strategic Locations", + "file": "StrategicLocations" + }, + { + "name": "Reconnaissance", + "file": "Reconnaissance" } ], "pattern_id": "GainInformation", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783315", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GainInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GainOwnership.json b/GainOwnership.json index e3d6bf6d6097b4a3534a2e67f291c92b09e979b7..ed4a997ce3dfcc0133f920d8ce5bce21f08c1755 100644 --- a/GainOwnership.json +++ b/GainOwnership.json @@ -74,160 +74,160 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Clues", + "file": "Clues" }, { - "name": "Collection", - "file": "Collection" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Betting", - "file": "Betting" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Configuration", + "file": "Configuration" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Score", - "file": "Score" + "name": "Controllers", + "file": "Controllers" }, { - "name": "Contact", - "file": "Contact" + "name": "Capture", + "file": "Capture" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Construction", + "file": "Construction" }, { "name": "Bidding", "file": "Bidding" }, + { + "name": "Resource Generators", + "file": "ResourceGenerators" + }, + { + "name": "Resource Locations", + "file": "ResourceLocations" + }, { "name": "Gain Information", "file": "GainInformation" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Trading", + "file": "Trading" }, { "name": "New Abilities", "file": "NewAbilities" }, { - "name": "Transfer of Control", - "file": "TransferofControl" - }, - { - "name": "Capture", - "file": "Capture" + "name": "Contact", + "file": "Contact" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Trading", - "file": "Trading" + "name": "Enclosure", + "file": "Enclosure" }, { - "name": "Tools", - "file": "Tools" + "name": "Betting", + "file": "Betting" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Clues", - "file": "Clues" + "name": "Collection", + "file": "Collection" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Tools", + "file": "Tools" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Enclosure", - "file": "Enclosure" + "name": "Score", + "file": "Score" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Construction", - "file": "Construction" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "GainOwnership", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1775436", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GainOwnership.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GameMasters.json b/GameMasters.json index 0e06b703ee74646a8ff05c3b9df2fb15cfcd075a..e0951f3a6be34a671942499f8a010df46ef09198 100644 --- a/GameMasters.json +++ b/GameMasters.json @@ -72,156 +72,156 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Limited Foresight", - "file": "LimitedForesight" - }, - { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Tension", + "file": "Tension" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Characters", - "file": "Characters" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { "name": "Emotional Immersion", "file": "EmotionalImmersion" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Characters", + "file": "Characters" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Tension", - "file": "Tension" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Surprises", + "file": "Surprises" }, { "name": "Luck", "file": "Luck" }, { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Surprises", - "file": "Surprises" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "GameMasters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GameMasters.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GameMastery.json b/GameMastery.json index 9b5544f15b576ed9e70826b9e257c23e8c476d88..70bce3c89c052e1797f55e774a729b9e0868b50e 100644 --- a/GameMastery.json +++ b/GameMastery.json @@ -87,212 +87,212 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Timing", + "file": "Timing" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Betting", - "file": "Betting" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Levels", + "file": "Levels" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Investments", + "file": "Investments" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Levels", - "file": "Levels" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Luck", - "file": "Luck" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Investments", - "file": "Investments" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Betting", + "file": "Betting" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Handles", - "file": "Handles" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Luck", + "file": "Luck" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Handles", + "file": "Handles" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Timing", - "file": "Timing" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Tradeoffs", + "file": "Tradeoffs" } ], "pattern_id": "GameMastery", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GameMastery.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GamePauses.json b/GamePauses.json index 695cd4a759c00e8d1ff735c18c522e729d3e0efb..d2052da338a128bfd858337da8723baebca5cbf3 100644 --- a/GamePauses.json +++ b/GamePauses.json @@ -10,7 +10,7 @@ ], "consequences": [ "Game system [[Game Pauses]] can be used to modify the [[Tension]] for the players. For example, [[Cut Scenes]] are often used not only to allow the [[Narrative Structure]] to progress but also to give the players some time to plan ahead and relax for awhile from the stressful constant attention the game might otherwise require. [[Game Pauses]] in [[Multiplayer Games]] can be used to allow for more [[Social Interaction]] between the players. However, in computer games the possibility of choosing to have [[Game Pauses]] is most common in [[Single-Player Games]] since the [[Negotiation]] regarding [[Game Pauses]] could require more effort than the [[Game Pause]] is worth, especially as the reason for the pause may have passed and [[Immersion]] may be lost if any player can cause all players to have [[Game Pauses]] without the other players' consent.", - "Player controlled [[Game Pauses]] interfere with [[The Show Must Go On,]] and in games with otherwise [[Limited Planning Abilities]] created by [[Time Limits,]] the players can use [[Game Pauses]] to cheat by giving them more time to think ahead. [[Time Limits]] are, in any case, almost totally useless when combined with [[Game Pauses]] unless there are also [[Time Limits]] for the [[Game Pauses]] themselves." + "Player controlled [[Game Pauses]] interfere with [[The Show Must Go On]], and in games with otherwise [[Limited Planning Abilities]] created by [[Time Limits]], the players can use [[Game Pauses]] to cheat by giving them more time to think ahead. [[Time Limits]] are, in any case, almost totally useless when combined with [[Game Pauses]] unless there are also [[Time Limits]] for the [[Game Pauses]] themselves." ], "relations": { "Instantiates": [ @@ -46,68 +46,68 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { "name": "Turn-Based Games", "file": "Turn-BasedGames" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { "name": "Single-Player Games", "file": "Single-PlayerGames" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Tension", + "file": "Tension" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Tension", - "file": "Tension" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" } ], "pattern_id": "GamePauses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GamePauses.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GameStateOverview.json b/GameStateOverview.json index 77f885aa2e619dc24576c616ea3d3d5b9550e10c..bfe5869b21ae258d4ebd667af6577c1dc727dcac 100644 --- a/GameStateOverview.json +++ b/GameStateOverview.json @@ -13,7 +13,7 @@ "consequences": [ "[[Game State Overviews]] provide players with more information than they would otherwise have, typically about the current [[Score]], the current state of the [[Game World]], or the status and positions of their own [[Units]]. They thereby give [[Strategic Knowledge]] but also potentially create [[Analysis Paralysis]]. They can support [[Player Defined Goals]], [[Game World Navigation]], and [[Puzzle Solving]], create [[Cognitive Immersion]], and encourage [[Stimulated Planning]]. As they can present the vital information for evaluation functions, [[Game State Overviews]] can show [[Perceivable Margins]] to players that otherwise would have been unknown.", "The presence of a [[Game State Overview]] can cause [[Disruption of Focused Attention]] for players due to events in the [[Game World]] that require players to do [[Attention Swapping]], for example, changes in [[Area Control]] or when having [[Preventing Goals]]. In this case, the [[Game State Overview]] can function as a presentation of the statuses of various [[Alarms]], or can be considered the [[Alarm]] system itself. [[Game State Overviews]] can also make [[Attention Swapping]] easier or even unnecessary. Games with complete [[Perfect Information]] can either be seen as not needing a [[Game State Overview]] or as automatically providing one.", - "The use of [[Game State Overview]] in games can remove [[Limited Foresight]] from players and make [[Surprises]] impossible, thereby eliminating [[Leaps of Faith]] actions and making [[Reconnaissance]] goals unnecessary. However, if modulated by [[Fog of War,]] a [[Game State Overview]] can support players with [[Exploration]] or [[Reconnaissance]] goals.", + "The use of [[Game State Overview]] in games can remove [[Limited Foresight]] from players and make [[Surprises]] impossible, thereby eliminating [[Leaps of Faith]] actions and making [[Reconnaissance]] goals unnecessary. However, if modulated by [[Fog of War]], a [[Game State Overview]] can support players with [[Exploration]] or [[Reconnaissance]] goals.", "In order to make use of [[Game State Overviews]] players have to spend time observing the overviews. [[Turn Taking]] in games allows this without making players lose valuable game time." ], "relations": { @@ -79,176 +79,176 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Score", - "file": "Score" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" - }, - { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Identification", - "file": "Identification" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Identification", + "file": "Identification" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Public Information", + "file": "PublicInformation" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "God Views", + "file": "GodViews" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" + }, + { + "name": "Fog of War", + "file": "FogofWar" + }, + { + "name": "Balancing Effects", + "file": "BalancingEffects" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Alarms", + "file": "Alarms" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "God Views", - "file": "GodViews" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Units", - "file": "Units" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Score", + "file": "Score" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Units", + "file": "Units" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "GameStateOverview", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GameStateOverview.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GameWorld.json b/GameWorld.json index f5a74e1f30fe2966d69c60635f646fc9c672a512..7a6d10e10f235f4016851739e57727099d426e85 100644 --- a/GameWorld.json +++ b/GameWorld.json @@ -73,168 +73,168 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Converters", + "file": "Converters" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Levels", + "file": "Levels" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Camping", + "file": "Camping" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Resources", - "file": "Resources" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Immersion", + "file": "Immersion" + }, + { + "name": "Easter Eggs", + "file": "EasterEggs" + }, + { + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Producers", - "file": "Producers" + "name": "Construction", + "file": "Construction" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Camping", - "file": "Camping" + "name": "Producers", + "file": "Producers" }, { - "name": "Levels", - "file": "Levels" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { "name": "Secret Resources", "file": "SecretResources" }, { - "name": "Easter Eggs", - "file": "EasterEggs" - }, - { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Tiles", + "file": "Tiles" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "God Views", + "file": "GodViews" }, { - "name": "Converters", - "file": "Converters" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "God Views", - "file": "GodViews" + "name": "Movement", + "file": "Movement" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Movement", - "file": "Movement" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Construction", - "file": "Construction" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "GameWorld", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GameWorld.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GameWorldNavigation.json b/GameWorldNavigation.json index 7c6ef4503d8aeaea09d0279caf967cc7be7a0e08..9b98d3725ab5b447d3c0b199b761ba0db4b33aff 100644 --- a/GameWorldNavigation.json +++ b/GameWorldNavigation.json @@ -46,50 +46,46 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" - }, - { - "name": "Privileged Movement", - "file": "PrivilegedMovement" - }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" - }, - { - "name": "Obstacles", - "file": "Obstacles" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { "name": "Movement Limitations", "file": "MovementLimitations" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Traces", "file": "Traces" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, + { + "name": "Leaps of Faith", + "file": "LeapsofFaith" + }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, + { + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" + }, { "name": "Movement", "file": "Movement" @@ -99,28 +95,32 @@ "file": "Clues" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Game State Overview", + "file": "GameStateOverview" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "GameWorldNavigation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GameWorldNavigation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GameswithinGames.json b/GameswithinGames.json index 6a03d49fba1030b5edabbe377a727e93ec785ce7..a8bd7b07e3398e4b232a0bdee4ff3eb0cf2f25ab 100644 --- a/GameswithinGames.json +++ b/GameswithinGames.json @@ -35,44 +35,44 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Optional Goals", - "file": "OptionalGoals" - }, - { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Immersion", + "file": "Immersion" }, { "name": "Easter Eggs", "file": "EasterEggs" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Meta Games", + "file": "MetaGames" }, { "name": "Consistent Reality Logic", "file": "ConsistentRealityLogic" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Optional Goals", + "file": "OptionalGoals" } ], "pattern_id": "GameswithinGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GameswithinGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GeometricRewardsforInvestments.json b/GeometricRewardsforInvestments.json index d25431a89359a92fa28bd59eaae450fc2e3c9f2c..f1d691536f17c84b694c5c31b3188c4ff8baa2fe 100644 --- a/GeometricRewardsforInvestments.json +++ b/GeometricRewardsforInvestments.json @@ -6,7 +6,7 @@ ], "using_the_pattern": [ "Unlike [[Arithmetic Rewards for Investments]], the functions used for[[Geometric Rewards for Investments]] to determine the relationship between the [[Resources]] and [[Rewards]] of [[Investments]] are not linear. Thereby, these types of [[Investments]] are incompatible with both [[Arithmetic Rewards for Investments]] and [[Diminishing Returns]]. Using [[Geometric Rewards for Investments]] together with increasing the [[Risk/Reward]] factor gives the players more interesting choices, by increasing the uncertainties for getting the [[Reward]]. This can be used as a sort of a player perceived [[Balancing Effect]] where the players who are lagging behind in the progress have a chance to reach the leading players but with the drawback of increased risks. Of course, the leading players can also increase the lead in a similar fashion unless some other kind of [[Balancing Effect]] is introduced, for example, by not allowing the leading players to make these kinds of [[Investments]].", - "[[Geometric Rewards for Investments]] instantiates [[Hovering Closure]], especially when used together with [[Collecting]]. Compared to [[Arithmetic Rewards for Investments]] players are more likely to have strong commitments to subgoals with [[Geometric Rewards for Investments,]] and this may be used to increase [[Tension]]. [[Geometric Rewards for Investments]] also forces the players to plan the [[Timing]] of the [[Investments]] more carefully than with [[Arithmetic Rewards for Investments]]." + "[[Geometric Rewards for Investments]] instantiates [[Hovering Closure]], especially when used together with [[Collecting]]. Compared to [[Arithmetic Rewards for Investments]] players are more likely to have strong commitments to subgoals with [[Geometric Rewards for Investments]], and this may be used to increase [[Tension]]. [[Geometric Rewards for Investments]] also forces the players to plan the [[Timing]] of the [[Investments]] more carefully than with [[Arithmetic Rewards for Investments]]." ], "consequences": [ "[[Geometric Rewards for Investments]] give the players an incentive to focus their [[Resources]] or attention to certain activities, for example [[Collecting]] more [[Resources]] of the same kind. This can also be used as an incentive for the players to do [[Trading]] with other players or other actions that have the effect of [[Transfer of Control]] events.", @@ -46,64 +46,64 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Timing", + "file": "Timing" + }, + { + "name": "Investments", + "file": "Investments" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Trading", - "file": "Trading" - }, - { - "name": "Combos", - "file": "Combos" + "name": "Tension", + "file": "Tension" }, { "name": "Diminishing Returns", "file": "DiminishingReturns" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Trading", + "file": "Trading" }, { - "name": "Investments", - "file": "Investments" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Combos", + "file": "Combos" }, { - "name": "Tension", - "file": "Tension" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Timing", - "file": "Timing" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" } ], "pattern_id": "GeometricRewardsforInvestments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GeometricRewardsforInvestments.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Ghosts.json b/Ghosts.json index fe48cdd463cf29b8a2b5ec639e75af3f6e02d97e..82ceef474b60cdf8113f9afbd2641fb4c3505682 100644 --- a/Ghosts.json +++ b/Ghosts.json @@ -29,10 +29,6 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Asynchronous Games", - "file": "AsynchronousGames" - }, { "name": "Single-Player Games", "file": "Single-PlayerGames" @@ -41,6 +37,14 @@ "name": "Multiplayer Games", "file": "MultiplayerGames" }, + { + "name": "Trans-Game Information", + "file": "Trans-GameInformation" + }, + { + "name": "Asynchronous Games", + "file": "AsynchronousGames" + }, { "name": "Competition", "file": "Competition" @@ -48,18 +52,14 @@ { "name": "Race", "file": "Race" - }, - { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" } ], "pattern_id": "Ghosts", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Ghosts.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GoalIndicators.json b/GoalIndicators.json index 38a24ea8fa9471f6362eeda18061a98b0c4c85c2..7b4d0bc434b54aa2b1cec2380497c28f980a4020 100644 --- a/GoalIndicators.json +++ b/GoalIndicators.json @@ -43,49 +43,49 @@ ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ + { + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" + }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Cut Scenes", + "file": "CutScenes" }, { "name": "Goal Points", "file": "GoalPoints" }, { - "name": "Game State Overview", - "file": "GameStateOverview" - }, - { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "GoalIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GoalIndicators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GoalPoints.json b/GoalPoints.json index d8ec4c242e18fc78f2b76154f592c9e98b4c8293..1f02f9f7efa52fb2f2eb5cd229a05d203ff0ab9c 100644 --- a/GoalPoints.json +++ b/GoalPoints.json @@ -45,68 +45,68 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { "name": "Strategic Locations", "file": "StrategicLocations" }, { - "name": "Gain Ownership", - "file": "GainOwnership" - }, - { - "name": "Game World", - "file": "GameWorld" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Delivery", - "file": "Delivery" - }, - { - "name": "Safe Havens", - "file": "SafeHavens" - }, - { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Collaborative Actions", "file": "CollaborativeActions" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Rescue", + "file": "Rescue" + }, + { + "name": "Game World", + "file": "GameWorld" }, { "name": "Herd", "file": "Herd" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Safe Havens", + "file": "SafeHavens" + }, + { + "name": "Traverse", + "file": "Traverse" + }, + { + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "GoalPoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GoalPoints.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/God'sFinger.json b/God'sFinger.json index 3d54ff1b19576adf94bdcf860c321325ebbb43c2..6e2b931fb0db169df978941c7888ae5c934ab1eb 100644 --- a/God'sFinger.json +++ b/God'sFinger.json @@ -32,10 +32,6 @@ "name": "Focus Loci", "file": "FocusLoci" }, - { - "name": "Surprises", - "file": "Surprises" - }, { "name": "Consistent Reality Logic", "file": "ConsistentRealityLogic" @@ -43,14 +39,18 @@ { "name": "Units", "file": "Units" + }, + { + "name": "Surprises", + "file": "Surprises" } ], "pattern_id": "God'sFinger", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "God'sFinger.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/GodViews.json b/GodViews.json index 2e9e9526ed844e89f3431546bb614c58ade87799..260ad84645896d7a43ca24b1cd0c234d3a78fddb 100644 --- a/GodViews.json +++ b/GodViews.json @@ -5,7 +5,7 @@ "Some games do not associate the user's focus of attention in a game with any particular game element. In these games the view the user has of the game is likewise independent of game elements, similar to the omniscience of a [[God Views]]." ], "using_the_pattern": [ - "Similar to [[Third-Person Views,]] games with [[God Views]] that require [[Imperfect Information]] about the terrain in the [[Game World]] must either use [[Fog of War]] or divide the game area into sections. The use of [[God Views]] does not have to be omnipotent; the view of a [[Game World]] can easily be restricted by restricting the movement and direction of the [[Camera]] use to provide the [[God View]]." + "Similar to [[Third-Person Views]], games with [[God Views]] that require [[Imperfect Information]] about the terrain in the [[Game World]] must either use [[Fog of War]] or divide the game area into sections. The use of [[God Views]] does not have to be omnipotent; the view of a [[Game World]] can easily be restricted by restricting the movement and direction of the [[Camera]] use to provide the [[God View]]." ], "consequences": [ "[[God Views]] provide [[Game State Overviews]] which can easily and quickly be moved, making them ideal for [[Attention Swapping]] but hinder [[Spatial Immersion]] and make [[Aim & Shoot]] actions difficult. They do not easily work with [[Avatars]] as the link between player attention and the [[Avatar]] is weak, and thereby the possibilities of [[Emotional Immersion]] are low. Sometimes [[Public Information]] uses [[God Views]] to provide the [[Spectators]] with more information than is given to the players." @@ -35,7 +35,7 @@ }, "examples": [ "SimCity allows players to move around the city without having to consider the locations of any individual game element such as cars or pedestrians.", - "Populous, as an example of a god game unsurprisingly provides players with [[God Views.]]" + "Populous, as an example of a god game unsurprisingly provides players with [[God Views]]." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ @@ -43,57 +43,57 @@ "name": "Emotional Immersion", "file": "EmotionalImmersion" }, - { - "name": "Public Information", - "file": "PublicInformation" - }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "First-Person Views", + "file": "First-PersonViews" }, { "name": "Aim & Shoot", "file": "Aim&Shoot" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Game World", + "file": "GameWorld" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Third-Person Views", + "file": "Third-PersonViews" + }, + { + "name": "Cameras", + "file": "Cameras" } ], "pattern_id": "GodViews", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "GodViews.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Guard.json b/Guard.json index fb33aa7c333828a83af8b71740005c3f12d3aab3..5724d802231ace507bddbf59d4c7235531205c3c 100644 --- a/Guard.json +++ b/Guard.json @@ -45,24 +45,20 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Rescue", - "file": "Rescue" + "name": "Camping", + "file": "Camping" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Camping", - "file": "Camping" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Continuous Goals", @@ -73,12 +69,20 @@ "file": "DeadlyTraps" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Strategic Locations", + "file": "StrategicLocations" + }, + { + "name": "Ownership", + "file": "Ownership" + }, + { + "name": "Rescue", + "file": "Rescue" }, { "name": "Reconnaissance", @@ -88,10 +92,6 @@ "name": "Preventing Goals", "file": "PreventingGoals" }, - { - "name": "Ownership", - "file": "Ownership" - }, { "name": "Stealth", "file": "Stealth" @@ -100,9 +100,9 @@ "pattern_id": "Guard", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780320", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Guard.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Handicaps.json b/Handicaps.json index a088d1472c95acc5d58763c52b0172525fd52b6a..93447e41871cee6798a9ecbd308f11de48c1b634 100644 --- a/Handicaps.json +++ b/Handicaps.json @@ -55,100 +55,100 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Score", - "file": "Score" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { "name": "Race", "file": "Race" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Resources", - "file": "Resources" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Agents", + "file": "Agents" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Player Balance", + "file": "PlayerBalance" }, { "name": "Skills", "file": "Skills" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Score", + "file": "Score" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Agents", - "file": "Agents" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Handicaps", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Handicaps.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Handles.json b/Handles.json index b59e0eda747d0cc81d0debcddbf551b53dc3db19..ec7fa7a118c2d384129d758e5b325faaf2dcc659 100644 --- a/Handles.json +++ b/Handles.json @@ -39,10 +39,6 @@ "name": "Emotional Immersion", "file": "EmotionalImmersion" }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, { "name": "Identification", "file": "Identification" @@ -51,22 +47,26 @@ "name": "Social Statuses", "file": "SocialStatuses" }, - { - "name": "Team Play", - "file": "TeamPlay" - }, { "name": "Characters", "file": "Characters" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { "name": "Game Mastery", "file": "GameMastery" }, + { + "name": "Trans-Game Information", + "file": "Trans-GameInformation" + }, + { + "name": "Team Play", + "file": "TeamPlay" + }, { "name": "Persistent Game Worlds", "file": "PersistentGameWorlds" @@ -75,9 +75,9 @@ "pattern_id": "Handles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Handles.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Helpers.json b/Helpers.json index 862d28c890083dc57a17b71424694cd04263a217..2f54e03c1c383abda06902985ee9641ab28b27b3 100644 --- a/Helpers.json +++ b/Helpers.json @@ -39,52 +39,52 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Tools", + "file": "Tools" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Levels", - "file": "Levels" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Tools", - "file": "Tools" + "name": "Clues", + "file": "Clues" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Levels", + "file": "Levels" }, { - "name": "Clues", - "file": "Clues" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Controllers", + "file": "Controllers" } ], "pattern_id": "Helpers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Helpers.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Herd.json b/Herd.json index 04420498d1cb6ebf8a25ff8c0819986a5c15b0e2..5dd0cac744b5b13c0b648c57a515491103d61fda 100644 --- a/Herd.json +++ b/Herd.json @@ -41,53 +41,53 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ + { + "name": "Delivery", + "file": "Delivery" + }, { "name": "Privileged Movement", "file": "PrivilegedMovement" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Indirect Control", + "file": "IndirectControl" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Contact", + "file": "Contact" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Movement", + "file": "Movement" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Movement", - "file": "Movement" + "name": "Stealth", + "file": "Stealth" }, { "name": "Preventing Goals", "file": "PreventingGoals" }, { - "name": "Contact", - "file": "Contact" - }, - { - "name": "Stealth", - "file": "Stealth" + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "Herd", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780269", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Herd.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/HierarchyofGoals.json b/HierarchyofGoals.json index e8be0d7ea795396d73e7f6b3f482106a6a16ea09..7f6dc56f7365228e09ca06c454ba87a5a0d72d37 100644 --- a/HierarchyofGoals.json +++ b/HierarchyofGoals.json @@ -53,80 +53,80 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Save Points", - "file": "SavePoints" - }, - { - "name": "Predefined Goals", - "file": "PredefinedGoals" - }, - { - "name": "Continuous Goals", - "file": "ContinuousGoals" - }, - { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { "name": "Unknown Goals", "file": "UnknownGoals" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" + }, + { + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { "name": "Dynamic Goal Characteristics", "file": "DynamicGoalCharacteristics" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Supporting Goals", + "file": "SupportingGoals" + }, + { + "name": "Quick Games", + "file": "QuickGames" + }, + { + "name": "Optional Goals", + "file": "OptionalGoals" } ], "pattern_id": "HierarchyofGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "HierarchyofGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/HighScoreLists.json b/HighScoreLists.json index cc529bbaf9cdb9476f881b61ceed80432cdc15ae..bfb2d8534ccb68938a51b1595763ac3deec875ca 100644 --- a/HighScoreLists.json +++ b/HighScoreLists.json @@ -34,48 +34,48 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Social Statuses", + "file": "SocialStatuses" }, { "name": "Single-Player Games", "file": "Single-PlayerGames" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Replayability", + "file": "Replayability" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "HighScoreLists", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "HighScoreLists.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Higher-LevelClosuresasGameplayProgresses.json b/Higher-LevelClosuresasGameplayProgresses.json index 24d8f1f9c8e28eeb5fe980f405aea93310d98d00..4ae6294ba5f21c43743d6385a9f7a4b72ed9e009 100644 --- a/Higher-LevelClosuresasGameplayProgresses.json +++ b/Higher-LevelClosuresasGameplayProgresses.json @@ -46,76 +46,76 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Eliminate", - "file": "Eliminate" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Capture", + "file": "Capture" }, { - "name": "Combat", - "file": "Combat" + "name": "Closure Points", + "file": "ClosurePoints" + }, + { + "name": "Boss Monsters", + "file": "BossMonsters" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Boss Monsters", - "file": "BossMonsters" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Combat", + "file": "Combat" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { "name": "Non-Renewable Resources", "file": "Non-RenewableResources" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Empowerment", + "file": "Empowerment" }, { "name": "Balancing Effects", "file": "BalancingEffects" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Capture", - "file": "Capture" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" } ], "pattern_id": "Higher-LevelClosuresasGameplayProgresses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Higher-LevelClosuresasGameplayProgresses.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/HoveringClosures.json b/HoveringClosures.json index 2c94eca442bd99c1d95556228c63fd011aa04ab6..860524389a7862f79191b3a4795c87a70312f5a8 100644 --- a/HoveringClosures.json +++ b/HoveringClosures.json @@ -48,77 +48,85 @@ "examples": [ "Auctions in games are examples of [[Hovering Closures]] where one outcome is clearly perceived by the players, but this outcome can be changed by additional bids.", "Races nearing the finishing lines give strong [[Hovering Closures]] as the outcome is often predictable but still requires players to continue moving.", - "Leaving an opening for specific blocks in Tetris usually create strong [[Hovering Closures.]]" + "Leaving an opening for specific blocks in Tetris usually create strong [[Hovering Closures]]." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Turn Taking", + "file": "TurnTaking" + }, + { + "name": "Delayed Effects", + "file": "DelayedEffects" + }, + { + "name": "Levels", + "file": "Levels" }, { "name": "Configuration", "file": "Configuration" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Anticipation", + "file": "Anticipation" }, { "name": "Ultra-Powerful Events", "file": "Ultra-PowerfulEvents" }, { - "name": "Betting", - "file": "Betting" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Time Limits", + "file": "TimeLimits" + }, + { + "name": "Quick Games", + "file": "QuickGames" }, { "name": "Emotional Immersion", "file": "EmotionalImmersion" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { "name": "Delayed Reciprocity", "file": "DelayedReciprocity" }, { - "name": "Turn Taking", - "file": "TurnTaking" - }, - { - "name": "Levels", - "file": "Levels" + "name": "Betting", + "file": "Betting" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "The Show Must Go On", "file": "TheShowMustGoOn" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Continuous Goals", @@ -127,22 +135,14 @@ { "name": "Symmetry", "file": "Symmetry" - }, - { - "name": "Extended Actions", - "file": "ExtendedActions" - }, - { - "name": "Time Limits", - "file": "TimeLimits" } ], "pattern_id": "HoveringClosures", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "HoveringClosures.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Identification.json b/Identification.json index ed75edfed1c3f8b3b38f44b8ce988ccf562fc368..4f7249745ce5b7b71af8c253cf55a2eb2ef5b6fd 100644 --- a/Identification.json +++ b/Identification.json @@ -6,7 +6,7 @@ ], "using_the_pattern": [ "[[Identification]] is easily created by using [[Characters]] and [[Avatars]] in games that players control. This form of [[Identification]] can be further strengthened by allowing players [[Creative Control]] of the appearance and abilities of the [[Characters]] as well as linking [[Ownership]] to them.", - "Although it is common to try and create [[Identification]] through [[Characters]] or [[Avatars]], the feeling of [[Identification]] in a game does not have to be with the [[Focus Loci]] the players have. It can also be created through other [[Characters]] in the [[Narrative Structure]] over which players do not have control. When [[Identification]] is achieved with ones' own [[Enemies]], the [[Narrative Structure]] can be said to have been able to create an [[Alternative Reality]] with a high level of [[Consistent Reality Logic]]. However, not letting players have any connection to the game through [[Characters]] or [[Avatars]] is likely to make [[Identification]] impossible, so [[God's Finger,]] for example, is difficult to combine with the pattern.", + "Although it is common to try and create [[Identification]] through [[Characters]] or [[Avatars]], the feeling of [[Identification]] in a game does not have to be with the [[Focus Loci]] the players have. It can also be created through other [[Characters]] in the [[Narrative Structure]] over which players do not have control. When [[Identification]] is achieved with ones' own [[Enemies]], the [[Narrative Structure]] can be said to have been able to create an [[Alternative Reality]] with a high level of [[Consistent Reality Logic]]. However, not letting players have any connection to the game through [[Characters]] or [[Avatars]] is likely to make [[Identification]] impossible, so [[God's Finger]], for example, is difficult to combine with the pattern.", "In [[Multiplayer Games]] with [[Persistent Game Worlds]], players can have [[Identification]] with other players. Giving support for this, often through some form of [[Game State Overview]], can be a spurn for [[Social Interaction]] and can promote the emergence of [[Social Organizations]] but also modulates [[Player Killing]]. Mentorshipis a social relation that can create [[Identification]] between players, as the mentor is a form of model for the other player." ], "consequences": [ @@ -54,100 +54,100 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Tension", + "file": "Tension" }, { - "name": "Characters", - "file": "Characters" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Characters", + "file": "Characters" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Tension", - "file": "Tension" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Handles", - "file": "Handles" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Handles", + "file": "Handles" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "Identification", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Identification.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IllusionaryRewards.json b/IllusionaryRewards.json index 2fd018b48054b7490f175fa8c4a9742389c201ac..971f8dfe5a521b4f34f5e586efaa3bdc36b0d58f 100644 --- a/IllusionaryRewards.json +++ b/IllusionaryRewards.json @@ -54,96 +54,96 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Clues", + "file": "Clues" }, { "name": "Extra-Game Information", "file": "Extra-GameInformation" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Predictable Consequences", + "file": "PredictableConsequences" + }, + { + "name": "Exploration", + "file": "Exploration" }, { "name": "Combos", "file": "Combos" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Clues", - "file": "Clues" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Traces", "file": "Traces" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Extended Actions", + "file": "ExtendedActions" } ], "pattern_id": "IllusionaryRewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IllusionaryRewards.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IllusionofInfluence.json b/IllusionofInfluence.json index a9335bc79d8947c8adde0366b3feab9d42d08bec..cda77cbbec91b8bfbbcb4ef6caba17c82a8015e1 100644 --- a/IllusionofInfluence.json +++ b/IllusionofInfluence.json @@ -64,136 +64,136 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Limited Foresight", - "file": "LimitedForesight" - }, - { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Characters", - "file": "Characters" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" + }, + { + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" + }, + { + "name": "Game Masters", + "file": "GameMasters" + }, + { + "name": "Shared Penalties", + "file": "SharedPenalties" }, { "name": "Emotional Immersion", "file": "EmotionalImmersion" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Characters", + "file": "Characters" }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "New Abilities", "file": "NewAbilities" }, { - "name": "Player Balance", - "file": "PlayerBalance" - }, - { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Luck", - "file": "Luck" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Tools", - "file": "Tools" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Tools", + "file": "Tools" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Luck", + "file": "Luck" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "IllusionofInfluence", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IllusionofInfluence.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Immersion.json b/Immersion.json index af223efd5e80f9bf8ca4dec74a117b2242c45acd..c0f0d3bf26dc792eeb1d06db528b022141e7b63c 100644 --- a/Immersion.json +++ b/Immersion.json @@ -52,104 +52,104 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Characters", - "file": "Characters" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Downtime", + "file": "Downtime" }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" - }, - { - "name": "Avatars", - "file": "Avatars" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Overcome", + "file": "Overcome" }, { "name": "Sensory-Motoric Immersion", "file": "Sensory-MotoricImmersion" }, { - "name": "Invisible Walls", - "file": "InvisibleWalls" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Characters", + "file": "Characters" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Status Indicators", + "file": "StatusIndicators" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Immersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Immersion.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ImperfectInformation.json b/ImperfectInformation.json index bd30c39a989036e2c23afc4807089c8aca6a11e3..19cdd570d9a206d57c06a71da9d956700a7e784d 100644 --- a/ImperfectInformation.json +++ b/ImperfectInformation.json @@ -12,12 +12,12 @@ "The use of [[Imperfect Information]] usually assumes that the missing information is revealed to the player at some point, but this does not necessarily have to be the case. Games with systemized information control---especially computer games---can leave parts of the information concealed for the duration of the game. There are two main reasons not to clarify the [[Imperfect Information]] even after the game has been played. The first reason, typically linked with [[Optional Goals]], is that players can replay the game, or part of the game, to complete the goals overlooked in the earlier game sessions. This can lead to some amount of [[Replayability]], as players have an incentive to find out the missing information, but it can also end up in player frustration. This form of [[Imperfect Information]] also allows for [[Trans-Game Information]] to be shared between players and between game instances. The second reason may be to avoid revealing secret tacticsor building up [[Strategic Knowledge]], for example in [[Tournaments]] where the information from one game instance can be used in later game instances.", "[[Imperfect Information]] is often applied to game elements, to support [[Gain Information]] or [[Gain Ownership]] goals, and to goals in general, to support [[Unknown Goals]]. A goal can easily be made into a [[Hierarchy of Goals]] by providing [[Imperfect Information]] about it and using [[Gain Information]] as a subgoal to the main goal, for example, having a [[Configuration]] as the main goal but not providing full information about what game elements are to be part of the [[Configuration]]. A further use of the application of the pattern to goals in this sense is to hide parts of the [[Narrative Structure]] of the game. Games with [[Dedicated Game Facilitators]] can have [[Imperfect Information]] about rules and actions, which can later be revealed as [[Rewards]] or reached by [[Experimenting]]. Having rules with [[Imperfect Information]] without [[Dedicated Game Facilitators]], as for example in some forms of roleplaying games and children's games, may allow [[Creative Control]] but can easily ruin [[Immersion]] due to rule arguments.", "A simple case of a lower level of accuracy of information is the use of overview maps, a form of [[Game State Overviews]], in games of spatial nature. The overview map is a diagram of the whole game area concealing the details of the spatial arrangement and illuminating certain higher level aspects of that area. It can, of course, be said that the map itself is a more accurate description of the significant features of the area, such as the room configuration in an adventure game, but the point is that these are on a different representation level, concerned with different aspects of the spatial configuration and thereby providing different levels of accuracy.", - "In some games, players have control over how to create [[Imperfect Information]]. This is common in games where one player is trying to spread disinformation to the other players, typically by [[Bluffing]]. However, games that present large amounts of information to players, e. g., reconfigurable forms of [[Game State Overview,]] can let the players modify these presentations with [[Imperfect Information]] to avoid [[Analysis Paralysis]] from information overload." + "In some games, players have control over how to create [[Imperfect Information]]. This is common in games where one player is trying to spread disinformation to the other players, typically by [[Bluffing]]. However, games that present large amounts of information to players, e. g., reconfigurable forms of [[Game State Overview]], can let the players modify these presentations with [[Imperfect Information]] to avoid [[Analysis Paralysis]] from information overload." ], "consequences": [ "[[Imperfect Information]] and [[Uncertainty of Information]] are tightly connected, and the presence of one usually indicates the presence of another. While [[Uncertainty of Information]] deals with transfer of information, [[Imperfect Information]] deals with the information the players possess and how they can use that information. Depending on the discourse and what is considered information transfer, [[Uncertainty of Information]] can be achieved through [[Imperfect Information]]. An explicit example of this is when game elements are used to transfer information between a few players, and the other players have [[Imperfect Information]] about which game elements are actually transferred.", "[[Imperfect Information]] is often the basis for [[Gain Information]] goals since these goals can be easily defined as finding or confirming information about specific game elements. The completion of these goals can then be used to help [[Predictable Consequences]] for the players in the game, to give players [[Strategic Knowledge]], to describe how a [[Configuration]] should be achieved, or to unfold the [[Narrative Structure]]. In the last case, [[Imperfect Information]] also offers the possibility for having [[Surprises]]. However, for the [[Gain Information]] goal to be present, players must at least have the knowledge that they have [[Imperfect Information]] about something. For example, to have the goal of finding the princess, the players must first know that there is a princess and that players do not currently know where the princess is.", - "The dynamics of [[Imperfect Information]] are a natural part of creating different kinds of [[Anticipation]]. [[Imperfect Information]] has an effect on the capability of the players to analyze the situation in order to determine their next actions. This kind of [[Limited Foresight]] gives [[Limited Planning Ability]] regarding either the level of detail or the length of the planning and may lead to Risk/Reward situations where the players can or have to resort to [[Leaps of Faiths]]. In cases where [[Imperfect Information]] is about the other players' game elements, it may be difficult for these players to succeed with [[Interferable Goals]] or even to be in [[Conflict]] with each other. However, [[Imperfect Information]] about neutral or other players' game elements can be necessary for certain actions---for example, [[Betting]] ---and can prolong the players' opinion that they have a [[Perceived Chance to Succeed]]. [[Imperfect Information]] about players' abilities and [[Resources]] can also heavily influence how players perceive and act in [[Combat]] or [[Player-Decided Distribution of Rewards & Penalties.]]", + "The dynamics of [[Imperfect Information]] are a natural part of creating different kinds of [[Anticipation]]. [[Imperfect Information]] has an effect on the capability of the players to analyze the situation in order to determine their next actions. This kind of [[Limited Foresight]] gives [[Limited Planning Ability]] regarding either the level of detail or the length of the planning and may lead to Risk/Reward situations where the players can or have to resort to [[Leaps of Faiths]]. In cases where [[Imperfect Information]] is about the other players' game elements, it may be difficult for these players to succeed with [[Interferable Goals]] or even to be in [[Conflict]] with each other. However, [[Imperfect Information]] about neutral or other players' game elements can be necessary for certain actions---for example, [[Betting]] ---and can prolong the players' opinion that they have a [[Perceived Chance to Succeed]]. [[Imperfect Information]] about players' abilities and [[Resources]] can also heavily influence how players perceive and act in [[Combat]] or [[Player-Decided Distribution of Rewards & Penalties]].", "Depending on the nature of the information, [[Imperfect Information]] can have either negative or positive effects on [[Analysis Paralysis]]. An example where [[Imperfect Information]] can cause [[Analysis Paralysis]] can be found in Stratego and trick-taking card games. In these cases, the players can try to deduce the missing information from the available information while forcing other players to have [[Downtime]]. An example where [[Imperfect Information]] is used to avoid [[Analysis Paralysis]] can be found in some real-time strategy games. The locations of the enemy bases are hidden from the players at the beginning of the game, letting the players focus upon building their own bases and exploring the nearby environment.", "Games relying on [[Imperfect Information]] require that the information must change between game instances for the game to have [[Replayability]] (or that players can succeed in different ways that can be quantifiably compared to each other). By using [[Dynamic Goal Characteristics]], the overall structure can be maintained between game instances, including having [[Predefined Goals]], while the exact configuration can be [[Imperfect Information]] to the players. This can be done using [[Randomness]], but in games with [[Dedicated Game Facilitators]], these can also modify the information. However, [[Imperfect Information]] that does not change between game instances in [[Single-Player Games]] can be a source of [[Social Interaction]], as players can compare notes between their different gameplay experiences." ], @@ -81,168 +81,168 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Predefined Goals", - "file": "PredefinedGoals" - }, - { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Cards", + "file": "Cards" }, { - "name": "Betting", - "file": "Betting" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Indirect Information", - "file": "IndirectInformation" - }, - { - "name": "Memorizing", - "file": "Memorizing" - }, - { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Combat", + "file": "Combat" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Clues", + "file": "Clues" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Cards", - "file": "Cards" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Exploration", "file": "Exploration" }, { - "name": "Combat", - "file": "Combat" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" + }, + { + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { "name": "Secret Resources", "file": "SecretResources" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Clues", - "file": "Clues" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Betting", + "file": "Betting" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Experimenting", + "file": "Experimenting" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Conceal", + "file": "Conceal" + }, + { + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "ImperfectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ImperfectInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ImprovedAbilities.json b/ImprovedAbilities.json index 3883c78c47333405bd6190530b97dc9b11501ad5..39e93b6476a5e562de4f35b2e61b7d840142e9aa 100644 --- a/ImprovedAbilities.json +++ b/ImprovedAbilities.json @@ -59,116 +59,116 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Team Development", - "file": "TeamDevelopment" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Characters", - "file": "Characters" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Gain Competence", "file": "GainCompetence" }, { - "name": "Limited Resources", - "file": "LimitedResources" - }, - { - "name": "Chargers", - "file": "Chargers" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { "name": "Character Development", "file": "CharacterDevelopment" }, + { + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" + }, { "name": "Supporting Goals", "file": "SupportingGoals" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Tools", - "file": "Tools" + "name": "Characters", + "file": "Characters" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Skills", - "file": "Skills" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Tools", + "file": "Tools" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Skills", + "file": "Skills" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { "name": "Diminishing Returns", "file": "DiminishingReturns" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Chargers", + "file": "Chargers" + }, + { + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "ImprovedAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ImprovedAbilities.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/InaccessibleAreas.json b/InaccessibleAreas.json index a9b618cc096ab76f405821d31bf7e46c071d8876..6ce1a4c13e0aea1d6972c51c8389c36289668b98 100644 --- a/InaccessibleAreas.json +++ b/InaccessibleAreas.json @@ -56,96 +56,96 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Levels", + "file": "Levels" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Camping", + "file": "Camping" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Camping", - "file": "Camping" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Levels", - "file": "Levels" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Invisible Walls", - "file": "InvisibleWalls" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Movement", + "file": "Movement" }, { "name": "Spawn Points", "file": "SpawnPoints" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" - }, - { - "name": "Movement", - "file": "Movement" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Privileged Movement", "file": "PrivilegedMovement" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" + }, + { + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "InaccessibleAreas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "InaccessibleAreas.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IncompatibleGoals.json b/IncompatibleGoals.json index dae60c1100c3debeeb6518fc75770976e35b5806..afa5137d6f9aac8dd43dcdd954e42c6fecde90db 100644 --- a/IncompatibleGoals.json +++ b/IncompatibleGoals.json @@ -42,60 +42,60 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Competition", - "file": "Competition" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Contact", + "file": "Contact" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Competition", + "file": "Competition" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Contact", - "file": "Contact" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "IncompatibleGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IncompatibleGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IndirectControl.json b/IndirectControl.json index 98651867bbeb4e4ff9a64153ded3eb65b100c78c..6320b1d323ca48cf684bb6fc9c4b4fa84816b7f9 100644 --- a/IndirectControl.json +++ b/IndirectControl.json @@ -41,52 +41,52 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Resources", - "file": "Resources" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Resources", + "file": "Resources" }, { "name": "Ability Losses", "file": "AbilityLosses" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Herd", + "file": "Herd" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Herd", - "file": "Herd" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "IndirectControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IndirectControl.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IndirectInformation.json b/IndirectInformation.json index 3a94f95e6330db2071463991a617fd0067da59e4..5d88f4b97d97a67fca558a4328c5ad55daf37edf 100644 --- a/IndirectInformation.json +++ b/IndirectInformation.json @@ -5,7 +5,7 @@ "Information transmitted to, or between, players in a game does not have to be in the same format as information stored in the game state. In this case, information can be said to be indirect in that the sender of the information has had to translate it from one format to another before being able to send it. This translation may be intentional by the sender to clarify or obfuscate the meaning to the receiver or other listeners, or may be a requirement of the medium used to communicate. The children's game of Telephone is the easiest example of a game using [[Indirect Information]], where the goal of the game is simply to notice the errors that occur when one person is whispering a sentence to another person." ], "using_the_pattern": [ - "The difference between the format in which the information is stored and the possible ways of expressing the information in the available medium is the prime design choice when supporting [[Indirect Information]]. The two mediums readily available to game designers are body language and natural language. In games with [[Game Masters]], these are unavoidable mediums and especially body language may be used for [[Bluffing]] but may also reveal what the [[Game Masters]] have planned. In other games, natural language or formalized languages have to be supported by [[Communication Channels]] to ensure that the information is not directly expressed. Other common ways to give [[Indirect Information]] in games include Helpers, Clues, and [[Red Herrings.]]", + "The difference between the format in which the information is stored and the possible ways of expressing the information in the available medium is the prime design choice when supporting [[Indirect Information]]. The two mediums readily available to game designers are body language and natural language. In games with [[Game Masters]], these are unavoidable mediums and especially body language may be used for [[Bluffing]] but may also reveal what the [[Game Masters]] have planned. In other games, natural language or formalized languages have to be supported by [[Communication Channels]] to ensure that the information is not directly expressed. Other common ways to give [[Indirect Information]] in games include Helpers, Clues, and [[Red Herrings]].", "Formalized languages for [[Indirect Information]] can be designed to either let players choose exactly what to say but due to limitations in choices make the comments generic and thereby indirect, or let the player choose what part of the game state to send information about, but automatically format the message and thereby making it indirect." ], "consequences": [ @@ -54,80 +54,80 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Clues", + "file": "Clues" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Trading", - "file": "Trading" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Trading", + "file": "Trading" }, { - "name": "Clues", - "file": "Clues" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Bluffing", @@ -137,9 +137,9 @@ "pattern_id": "IndirectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IndirectInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IndividualPenalties.json b/IndividualPenalties.json index 025c4289f2d45b64960e2be3c1d88e4c31cb1cd9..711919c41f77bdbd53e6d5b9cfab8c00bc47665f 100644 --- a/IndividualPenalties.json +++ b/IndividualPenalties.json @@ -45,60 +45,60 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Player-Decided Distribution of Rewards & Penalties", "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Team Play", - "file": "TeamPlay" - }, - { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Alliances", + "file": "Alliances" }, { "name": "Penalties", "file": "Penalties" + }, + { + "name": "Player Elimination", + "file": "PlayerElimination" + }, + { + "name": "Shared Penalties", + "file": "SharedPenalties" } ], "pattern_id": "IndividualPenalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IndividualPenalties.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IndividualRewards.json b/IndividualRewards.json index 661218580b6829301f055287134e3f81d3ee3db0..9e30d496f05a025b27c8ba23746d11ea262c82e9 100644 --- a/IndividualRewards.json +++ b/IndividualRewards.json @@ -49,68 +49,68 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Shared Rewards", - "file": "SharedRewards" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { "name": "Social Statuses", "file": "SocialStatuses" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Mutual Goals", + "file": "MutualGoals" + }, + { + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Competition", - "file": "Competition" + "name": "Conflict", + "file": "Conflict" }, { "name": "Collaborative Actions", "file": "CollaborativeActions" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" - }, - { - "name": "Race", - "file": "Race" + "name": "Competition", + "file": "Competition" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Betrayal", + "file": "Betrayal" }, { "name": "Cooperation", "file": "Cooperation" + }, + { + "name": "Race", + "file": "Race" } ], "pattern_id": "IndividualRewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IndividualRewards.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/InterferableGoals.json b/InterferableGoals.json index 57d422299ce5b3d9c7dff394d7f9859b6a7037f4..2617a7c3a60ea3e40d8a817de803a11e866e6d65 100644 --- a/InterferableGoals.json +++ b/InterferableGoals.json @@ -40,12 +40,16 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" }, { "name": "Interruptible Actions", @@ -60,28 +64,24 @@ "file": "SymmetricGoals" }, { - "name": "Conflict", - "file": "Conflict" - }, - { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" - }, - { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Race", "file": "Race" }, + { + "name": "Alliances", + "file": "Alliances" + }, { "name": "Preventing Goals", "file": "PreventingGoals" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Conflict", + "file": "Conflict" }, { "name": "Symmetric Information", @@ -91,9 +91,9 @@ "pattern_id": "InterferableGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "InterferableGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/InterruptibleActions.json b/InterruptibleActions.json index 042eefd7b1fad9409cab3d0909e38c0bdd25f8cf..4eaec8dc6154a83a4ff3802ac005a103fe406396 100644 --- a/InterruptibleActions.json +++ b/InterruptibleActions.json @@ -43,65 +43,65 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, { "name": "Interferable Goals", "file": "InterferableGoals" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Turn Taking", + "file": "TurnTaking" }, { "name": "Trading", "file": "Trading" }, - { - "name": "Combos", - "file": "Combos" - }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" - }, - { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Irreversible Actions", "file": "IrreversibleActions" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Delayed Effects", + "file": "DelayedEffects" + }, + { + "name": "Balancing Effects", + "file": "BalancingEffects" + }, + { + "name": "Combos", + "file": "Combos" + }, + { + "name": "Attention Swapping", + "file": "AttentionSwapping" } ], "pattern_id": "InterruptibleActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "InterruptibleActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Investments.json b/Investments.json index d9816e63e0265896c95d29771471b08010b2e1f6..76b06bba34b335b48f8df16b0d3b0d44e2dc6cf7 100644 --- a/Investments.json +++ b/Investments.json @@ -70,148 +70,148 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Betting", - "file": "Betting" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Characters", - "file": "Characters" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Score", - "file": "Score" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Resources", - "file": "Resources" + "name": "Construction", + "file": "Construction" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Characters", + "file": "Characters" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Betting", + "file": "Betting" }, { - "name": "Skills", - "file": "Skills" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Skills", + "file": "Skills" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Units", - "file": "Units" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Score", + "file": "Score" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Units", + "file": "Units" }, { - "name": "Construction", - "file": "Construction" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Investments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Investments.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/InvisibleWalls.json b/InvisibleWalls.json index 648b159c173f0cdf94ec56da9fece09d07111fdb..9603f8b1af0794fd15dd2f3ff913c4f2a0515d14 100644 --- a/InvisibleWalls.json +++ b/InvisibleWalls.json @@ -28,28 +28,28 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" - }, - { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Immersion", "file": "Immersion" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" + }, + { + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" } ], "pattern_id": "InvisibleWalls", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "InvisibleWalls.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/IrreversibleActions.json b/IrreversibleActions.json index 45b2b07af9f4c14f5c2460ce6891a95c5ee72167..a0cb912bf095945f84528fdccb6680db4199ed50 100644 --- a/IrreversibleActions.json +++ b/IrreversibleActions.json @@ -52,72 +52,68 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Levels", + "file": "Levels" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Puzzle Solving", + "file": "PuzzleSolving" + }, + { + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "Ultra-Powerful Events", "file": "Ultra-PowerfulEvents" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Buttons", + "file": "Buttons" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" - }, - { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Levels", - "file": "Levels" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Surprises", "file": "Surprises" }, - { - "name": "Leaps of Faith", - "file": "LeapsofFaith" - }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Buttons", - "file": "Buttons" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Extended Actions", @@ -126,14 +122,18 @@ { "name": "Trans-Game Information", "file": "Trans-GameInformation" + }, + { + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" } ], "pattern_id": "IrreversibleActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "IrreversibleActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/KingoftheHill.json b/KingoftheHill.json index 0febb991664d0ae1531048e7da9678ddb83525f7..8ab0aa731da29c466704fdbdf07652fb285d56b2 100644 --- a/KingoftheHill.json +++ b/KingoftheHill.json @@ -45,80 +45,80 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Guard", - "file": "Guard" + "name": "Lives", + "file": "Lives" }, { "name": "Interferable Goals", "file": "InterferableGoals" }, { - "name": "Gain Ownership", - "file": "GainOwnership" - }, - { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Tension", + "file": "Tension" }, { - "name": "Damage", - "file": "Damage" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Gain Ownership", + "file": "GainOwnership" + }, + { + "name": "Competition", + "file": "Competition" }, { "name": "Balancing Effects", "file": "BalancingEffects" }, { - "name": "Competition", - "file": "Competition" + "name": "Damage", + "file": "Damage" }, { "name": "Time Limits", "file": "TimeLimits" }, { - "name": "Lives", - "file": "Lives" + "name": "Guard", + "file": "Guard" }, { "name": "Score", "file": "Score" }, { - "name": "Tension", - "file": "Tension" + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Dynamic Alliances", + "file": "DynamicAlliances" } ], "pattern_id": "KingoftheHill", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783529", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "KingoftheHill.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/LastManStanding.json b/LastManStanding.json index c0e49e3158c152fa4123629b0a049a19d0f51dfa..d0ca089dffaf9dea744f4518ba388c97f44a02a0 100644 --- a/LastManStanding.json +++ b/LastManStanding.json @@ -9,7 +9,7 @@ "The elimination of a player in [[Last Man Standing]] does not have to immediately make it impossible to complete the goal. If each player has a [[Limited Resource]], typically [[Lives]], which determines if the player can continue striving towards the goal, [[Last Man Standing]] allows players to form [[Dynamic Alliances]] against those who have the most [[Lives]] or resources remaining." ], "consequences": [ - "The goal in [[Last Man Standing]] is to [[Eliminate]] all opponents, usually fellow competitors, while being able to [[Survive,]] creating natural [[Conflict]] situations between the players. [[Last Man Standing]] can be seen as the compound goal of having a set of [[Eliminate]] goals as a [[Collection]]. Depending on if the elimination is from a round in the game or from the whole game, which can be modulated through the use of [[Lives]], the pattern may or may not support [[Player Elimination]]. When the different events leading to player being eliminated are, or can be viewed as, separate games or parts of gameplay, [[Last Man Standing]] can be treated as a [[Tournament]].", + "The goal in [[Last Man Standing]] is to [[Eliminate]] all opponents, usually fellow competitors, while being able to [[Survive]], creating natural [[Conflict]] situations between the players. [[Last Man Standing]] can be seen as the compound goal of having a set of [[Eliminate]] goals as a [[Collection]]. Depending on if the elimination is from a round in the game or from the whole game, which can be modulated through the use of [[Lives]], the pattern may or may not support [[Player Elimination]]. When the different events leading to player being eliminated are, or can be viewed as, separate games or parts of gameplay, [[Last Man Standing]] can be treated as a [[Tournament]].", "[[Last Man Standing]] provides a [[Symmetric Goal]] with [[Competition]] for all players, having as many closures as the number of players (or [[Lives]] of the players) minus one. The value of these closures naturally increases as the number of players competing decrease, making the goal support [[Higher-Level Closures as Gameplay Progresses]]. As the elimination of one player decreases or voids that player's chance of fulfilling the goal, [[Last Man Standing]] is an [[Interferable Goal]]." ], "relations": { @@ -45,68 +45,68 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Limited Resources", - "file": "LimitedResources" - }, - { - "name": "Eliminate", - "file": "Eliminate" + "name": "Lives", + "file": "Lives" }, { "name": "Interferable Goals", "file": "InterferableGoals" }, { - "name": "Survive", - "file": "Survive" - }, - { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Survive", + "file": "Survive" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Collection", "file": "Collection" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Symmetric Goals", + "file": "SymmetricGoals" + }, + { + "name": "Limited Resources", + "file": "LimitedResources" }, { "name": "Competition", "file": "Competition" }, { - "name": "Lives", - "file": "Lives" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Eliminate", + "file": "Eliminate" + }, + { + "name": "Dynamic Alliances", + "file": "DynamicAlliances" } ], "pattern_id": "LastManStanding", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783391", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "LastManStanding.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/LeapsofFaith.json b/LeapsofFaith.json index 76b065027c43b093670c985d32e6819f7f258573..232297c417f518d811433c12cd4115bd837b8205 100644 --- a/LeapsofFaith.json +++ b/LeapsofFaith.json @@ -49,65 +49,57 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Tension", + "file": "Tension" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Tension", - "file": "Tension" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { "name": "Betrayal", "file": "Betrayal" }, - { - "name": "Game World Navigation", - "file": "GameWorldNavigation" - }, - { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" - }, { "name": "Surprises", "file": "Surprises" @@ -117,24 +109,32 @@ "file": "Experimenting" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Irreversible Actions", + "file": "IrreversibleActions" + }, + { + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" } ], "pattern_id": "LeapsofFaith", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "LeapsofFaith.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Levels.json b/Levels.json index 08b6e4ae94b52a8d58ce2164881eef57854e3522..fee43abcfcf17ce09ee31c9a144fe927252a810d 100644 --- a/Levels.json +++ b/Levels.json @@ -59,100 +59,100 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Save Points", - "file": "SavePoints" - }, - { - "name": "Limited Foresight", - "file": "LimitedForesight" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Clues", + "file": "Clues" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Cut Scenes", + "file": "CutScenes" }, { "name": "Game World", "file": "GameWorld" }, + { + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" + }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Save Points", + "file": "SavePoints" + }, + { + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Hovering Closures", "file": "HoveringClosures" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Clues", - "file": "Clues" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" + }, + { + "name": "Irreversible Actions", + "file": "IrreversibleActions" } ], "pattern_id": "Levels", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Levels.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/LimitedForesight.json b/LimitedForesight.json index dbaa3ce6d45dae1dc0947e2a4367471a69de236b..4d2bfa080112b63233b96e7afc466535698f843e 100644 --- a/LimitedForesight.json +++ b/LimitedForesight.json @@ -52,88 +52,88 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Levels", + "file": "Levels" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Levels", - "file": "Levels" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Randomness", + "file": "Randomness" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Closure Points", + "file": "ClosurePoints" }, { "name": "Illusion of Influence", "file": "IllusionofInfluence" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Narrative Structures", + "file": "NarrativeStructures" } ], "pattern_id": "LimitedForesight", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "LimitedForesight.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/LimitedPlanningAbility.json b/LimitedPlanningAbility.json index f106226391527edd68db0c10377ec8e7048c796a..8823c42e6c9a615049ddf954694a2c8454df1f96 100644 --- a/LimitedPlanningAbility.json +++ b/LimitedPlanningAbility.json @@ -58,108 +58,108 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, - { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { "name": "Puzzle Solving", "file": "PuzzleSolving" }, { - "name": "Randomness", - "file": "Randomness" - }, - { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" - }, - { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { "name": "Single-Player Games", "file": "Single-PlayerGames" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" + }, + { + "name": "Surprises", + "file": "Surprises" + }, + { + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" + }, + { + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Illusion of Influence", "file": "IllusionofInfluence" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "LimitedPlanningAbility", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "LimitedPlanningAbility.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/LimitedResources.json b/LimitedResources.json index 64490536b1d61452d10fa5ae1161239206004dd1..7a27627644d7e4f4fbfc76d103b9e5a562f2ac7a 100644 --- a/LimitedResources.json +++ b/LimitedResources.json @@ -52,92 +52,92 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Resources", - "file": "Resources" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Container", - "file": "Container" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Container", + "file": "Container" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "LimitedResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "LimitedResources.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/LimitedSetofActions.json b/LimitedSetofActions.json index 11402ddb14acc28bbd2875f71d1ab6bc68cef13a..f692382c9b595ce08752cfffe9f0691c75c400f1 100644 --- a/LimitedSetofActions.json +++ b/LimitedSetofActions.json @@ -47,64 +47,64 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Units", - "file": "Units" + "name": "Tension", + "file": "Tension" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Units", + "file": "Units" }, { - "name": "Tension", - "file": "Tension" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" } ], "pattern_id": "LimitedSetofActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "LimitedSetofActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Lives.json b/Lives.json index 05ab90cb5213ef6101aef80a58e22050286e800b..645ba79fa623412e8dd7257243bc3c79d00799b2 100644 --- a/Lives.json +++ b/Lives.json @@ -58,100 +58,100 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Player Killing", - "file": "PlayerKilling" - }, - { - "name": "Characters", - "file": "Characters" + "name": "Tension", + "file": "Tension" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Combat", + "file": "Combat" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Damage", + "file": "Damage" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Survive", + "file": "Survive" }, { - "name": "Resources", - "file": "Resources" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, - { - "name": "Conflict", - "file": "Conflict" - }, - { - "name": "New Abilities", - "file": "NewAbilities" - }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Tension", - "file": "Tension" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Combat", - "file": "Combat" + "name": "Characters", + "file": "Characters" }, { - "name": "Survive", - "file": "Survive" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Damage", - "file": "Damage" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Parallel Lives", + "file": "ParallelLives" + }, + { + "name": "Player Elimination", + "file": "PlayerElimination" }, { "name": "Evade", "file": "Evade" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Lives", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Lives.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Luck.json b/Luck.json index 9d570b33a877eab499be67ae5c0a3efc8c2bb8bb..6e7355d2df2d0d8f327d056157231525acfaf805 100644 --- a/Luck.json +++ b/Luck.json @@ -50,84 +50,84 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Skills", + "file": "Skills" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Tension", + "file": "Tension" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Dice", - "file": "Dice" + "name": "Randomness", + "file": "Randomness" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" - }, - { - "name": "Randomness", - "file": "Randomness" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Skills", - "file": "Skills" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, + { + "name": "Meta Games", + "file": "MetaGames" + }, { "name": "Bluffing", "file": "Bluffing" }, { - "name": "Tension", - "file": "Tension" + "name": "Betting", + "file": "Betting" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Dice", + "file": "Dice" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { "name": "Polyathlons", "file": "Polyathlons" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "Luck", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Luck.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Maneuvering.json b/Maneuvering.json index c0d8b7ae0b40cc4e5cd9e339f645435e7dadff22..747877a97665aef4b72b1c4a0c3cbebfc627acf6 100644 --- a/Maneuvering.json +++ b/Maneuvering.json @@ -51,36 +51,32 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "First-Person Views", - "file": "First-PersonViews" - }, - { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Race", "file": "Race" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Capture", + "file": "Capture" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { "name": "Deadly Traps", @@ -91,52 +87,56 @@ "file": "AttentionSwapping" }, { - "name": "Capture", - "file": "Capture" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Movement", + "file": "Movement" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { "name": "The Show Must Go On", "file": "TheShowMustGoOn" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Movement", - "file": "Movement" + "name": "Chargers", + "file": "Chargers" + }, + { + "name": "Aim & Shoot", + "file": "Aim&Shoot" } ], "pattern_id": "Maneuvering", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Maneuvering.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Memorizing.json b/Memorizing.json index 9dffeb5c5fe1b89307d3efa342a8a4c4c751ab54..e0a36326fe446ecd34d727419e6288a45fff5bb8 100644 --- a/Memorizing.json +++ b/Memorizing.json @@ -5,7 +5,7 @@ "Knowing what can happen in games is an advantage to players, and when players are shown information temporarily, they have an advantage of [[Memorizing]] that information." ], "using_the_pattern": [ - "[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of [[Strategic Knowledge,]] such as the distributions of effect determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. If this form of information can be used to directly solve specific goals, for example those related to [[Puzzle Solving]], the possibility of [[Memorizing]] lessens the [[Replayability]]. Explicitly supporting [[Memorizing]] in games is usually done by having [[Imperfect Information]] that becomes [[Perfect Information]] for a while and then reverts to [[Imperfect Information]] as presented by the game system.", + "[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of [[Strategic Knowledge]], such as the distributions of effect determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. If this form of information can be used to directly solve specific goals, for example those related to [[Puzzle Solving]], the possibility of [[Memorizing]] lessens the [[Replayability]]. Explicitly supporting [[Memorizing]] in games is usually done by having [[Imperfect Information]] that becomes [[Perfect Information]] for a while and then reverts to [[Imperfect Information]] as presented by the game system.", "Whether they change between game sessions, the locations of [[Deadly Traps]], [[Invisible Walls]], and [[Strategic Locations]] are typical aspects of games worth [[Memorizing]], and may be made into explicit goals of [[Exploration]]. The initiation of events with [[Delayed Effects]] can also require [[Memorizing]], if the game does not provide [[Progress Indicators]] for when the effect will take place.", "Changing the game state so new memorization is required for each game session can be achieved by [[Reconfigurable Game Worlds]], using closed [[Discard Piles]], [[Randomness]] of the placement of game elements, and using [[Fog of War]] to hide other players' actions. When using new information for each game session, [[Memorizing]] is one of the design options available to game designers for designing [[Overcome]] goals or [[Polyathlons]]." ], @@ -58,112 +58,112 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Invisible Walls", - "file": "InvisibleWalls" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Polyathlons", + "file": "Polyathlons" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Memorizing", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Memorizing.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/MetaGames.json b/MetaGames.json index 7b423475267fe3ae78822312778d27cb34ece17b..861604328db02af5d4acb79df8a948cb58a6ce79 100644 --- a/MetaGames.json +++ b/MetaGames.json @@ -6,9 +6,9 @@ ], "using_the_pattern": [ "[[Meta Games]] can either be designed to be part of the underlying game or be designed independently of the underlying game.", - "Design elements in games that support [[Meta Games]] are usually based around [[Score]] or [[Handicap]] systems. The actual [[Meta Games]] are, in these cases, created by passing these as [[Trans-Game Information]] to other games, for example by [[High Score Lists,]] explicitly supporting [[Tournaments]], or letting the inner games of [[Games within Games]] affect the outer games. Games that have [[Optional Goals]], for example [[Easter Eggs]], can be completed in several different ways. In these games, players can have a [[Meta Game]] that consists of trying to complete as many [[Optional Goals]] as possible, and the number of [[Optional Goals]] completed may, in turn, form a kind of [[Score]].", + "Design elements in games that support [[Meta Games]] are usually based around [[Score]] or [[Handicap]] systems. The actual [[Meta Games]] are, in these cases, created by passing these as [[Trans-Game Information]] to other games, for example by [[High Score Lists]], explicitly supporting [[Tournaments]], or letting the inner games of [[Games within Games]] affect the outer games. Games that have [[Optional Goals]], for example [[Easter Eggs]], can be completed in several different ways. In these games, players can have a [[Meta Game]] that consists of trying to complete as many [[Optional Goals]] as possible, and the number of [[Optional Goals]] completed may, in turn, form a kind of [[Score]].", "One of the main reasons for independent [[Meta Games]] is based around guessing the outcome of the underlying games before the game session has ended or, in some cases, even begun. This makes the skill of playing the [[Meta Game]] into a kind of [[Strategic Knowledge]], whatever the skill of playing the underlying game is. A common way to create an independent [[Meta Game]] is to have [[Betting]] on the outcome of a game affect [[Ownership]] of real-world objects, creating [[Extra-Game Actions]] and [[Player Defined Goals]] if done by the participants themselves.", - "The other main reasons for independent [[Meta Games]] is to create [[Perceivable Margins]] or minimize the effect of [[Luck]]. This is usually done by creating [[Tournaments]] where the goal is to win a certain number of individual games. One of the simplest forms of [[Meta Game]] based upon this format is a [[Tournament]] of [[Quick Games,]] such as a best-of-three game of [[Paper-Rock-Scissors]]. [[Meta Games]] are also a way to change [[Single-Player Games]] to [[Multiplayer Games]] by allowing players to compare results of separate game instances or in other ways have an effect on other players' game instances." + "The other main reasons for independent [[Meta Games]] is to create [[Perceivable Margins]] or minimize the effect of [[Luck]]. This is usually done by creating [[Tournaments]] where the goal is to win a certain number of individual games. One of the simplest forms of [[Meta Game]] based upon this format is a [[Tournament]] of [[Quick Games]], such as a best-of-three game of [[Paper-Rock-Scissors]]. [[Meta Games]] are also a way to change [[Single-Player Games]] to [[Multiplayer Games]] by allowing players to compare results of separate game instances or in other ways have an effect on other players' game instances." ], "consequences": [ "[[Meta Games]] make the underlying games have [[Extra-Game Consequences]] that affect the [[Meta Games]] through [[Trans-Game Information]]. It can modify players' [[Risk/Reward]] choices in the underlying game and allow [[Spectators]] of one game to be players in another game.", @@ -55,96 +55,96 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Betting", - "file": "Betting" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Score", - "file": "Score" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Luck", - "file": "Luck" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Betting", + "file": "Betting" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Luck", + "file": "Luck" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Spectators", + "file": "Spectators" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Score", + "file": "Score" } ], "pattern_id": "MetaGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "MetaGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/MoveableTiles.json b/MoveableTiles.json index 02ac2f2a16d27931a6db281ade9325ec026ea0eb..004a11eaf3fecfb9754164c75b7799c5969eabe3 100644 --- a/MoveableTiles.json +++ b/MoveableTiles.json @@ -35,12 +35,16 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Timing", + "file": "Timing" }, { - "name": "Controllers", - "file": "Controllers" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" + }, + { + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Tiles", @@ -51,28 +55,24 @@ "file": "Rhythm-BasedActions" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" - }, - { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Timing", - "file": "Timing" + "name": "Controllers", + "file": "Controllers" } ], "pattern_id": "MoveableTiles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "MoveableTiles.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Movement.json b/Movement.json index 68ecd0361b09b36e930860992491d537a8b9d2d9..6c82848999bc04cbbe6e4634a418b35772668ac5 100644 --- a/Movement.json +++ b/Movement.json @@ -60,112 +60,112 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Herd", + "file": "Herd" }, { "name": "Race", "file": "Race" }, - { - "name": "Movement Limitations", - "file": "MovementLimitations" - }, { "name": "Stealth", "file": "Stealth" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Capture", + "file": "Capture" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Capture", - "file": "Capture" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Exploration", + "file": "Exploration" + }, + { + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" + }, + { + "name": "Movement Limitations", + "file": "MovementLimitations" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Herd", - "file": "Herd" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Evade", "file": "Evade" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "Movement", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Movement.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/MovementLimitations.json b/MovementLimitations.json index 13fb468b98650a3c669bb85cd5e3dd77543dd62a..d230a1b12721bf2a081c8d899073c31de5d0b67e 100644 --- a/MovementLimitations.json +++ b/MovementLimitations.json @@ -50,88 +50,88 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Tension", + "file": "Tension" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Race", + "file": "Race" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Race", - "file": "Race" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Tension", - "file": "Tension" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Movement", + "file": "Movement" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Evade", - "file": "Evade" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Movement", - "file": "Movement" + "name": "Evade", + "file": "Evade" } ], "pattern_id": "MovementLimitations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "MovementLimitations.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Mule.json b/Mule.json index 25931a0cca78bdae881270e670fbc94bd29ed361..c170e46a79e1ef502e1c67e9a4a84e55101ae090 100644 --- a/Mule.json +++ b/Mule.json @@ -31,29 +31,29 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Risk/Reward", - "file": "RiskReward" - }, { "name": "Avatars", "file": "Avatars" }, - { - "name": "Resource Generators", - "file": "ResourceGenerators" - }, { "name": "Diminishing Returns", "file": "DiminishingReturns" + }, + { + "name": "Risk/Reward", + "file": "RiskReward" + }, + { + "name": "Resource Generators", + "file": "ResourceGenerators" } ], "pattern_id": "Mule", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Mule.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/MultiplayerGames.json b/MultiplayerGames.json index 492c93fbde78f77086f380630dd647dbcf328daa..ea4853e28641885b750bf3f20d55c7007f7a1051 100644 --- a/MultiplayerGames.json +++ b/MultiplayerGames.json @@ -5,7 +5,7 @@ "The scope of [[Multiplayer Games]] is vast, and most games in general are played in social situations, which by their nature require more than one person participating in the game. The number of players varies from just two players competing directly to thousands of players participating in the same game." ], "using_the_pattern": [ - "Although it may seem that the main requirement for [[Multiplayer Games]] is that the game supports several players, even [[Single-Player Games]] can be a possible foundation for making [[Multiplayer Games.]] This can be accomplished by organizing players in [[Tournaments]], introducing [[Ghosts]], or some other [[Meta Game]] elements or [[Extra-Game Actions]], these games can become [[Multiplayer Games]] as long as players can affect the gameplay of the other players or compare their individual efforts against each other.", + "Although it may seem that the main requirement for [[Multiplayer Games]] is that the game supports several players, even [[Single-Player Games]] can be a possible foundation for making [[Multiplayer Games]]. This can be accomplished by organizing players in [[Tournaments]], introducing [[Ghosts]], or some other [[Meta Game]] elements or [[Extra-Game Actions]], these games can become [[Multiplayer Games]] as long as players can affect the gameplay of the other players or compare their individual efforts against each other.", "Many design choices are unique to [[Multiplayer Games]] or are significantly modified by the presence of other players: [[Smooth Learning Curves]] and providing the [[Right Level of Difficulty]] can be more difficult to achieve, although [[Balancing Effects]] can help; [[Player Balance]] can be achieved not only through [[Balancing Effects]] but also through [[Handicaps]] such as differences in [[Skills]] or [[Asymmetric Resource Distribution]], the latter of which can also be the original source of the imbalances; [[Game Masters]] can be used and can allow the other players greater [[Freedom of Choice]] and stronger Illusions of Influence; [[Tiebreakers]] may be required to determine winners of [[Overcome]] goals unless [[Tied Results]] are to be possible; [[Player Elimination]] may exist and force individual players to quit their play sessions before the game sessions end due to [[Early Elimination]]; [[Agents]] can be used to simulate other players to allow [[Multiplayer Games]] to be played alone.", "[[Persistent Game Worlds]], which by their definition have to be shared between several players, represent one way to achieve [[Multiplayer Games]] with a potentially limitless number of participating players. These types of [[Multiplayer Games]] have [[Dedicated Game Facilitators]] to maintain the game state, but [[Self-Facilitated Games]] are also possible, although, the number of participating players has to be lower, or else the game state synchronization becomes difficult." ], @@ -68,148 +68,148 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Team Play", - "file": "TeamPlay" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Characters", - "file": "Characters" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Ghosts", - "file": "Ghosts" + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Smooth Learning Curves", "file": "SmoothLearningCurves" }, { - "name": "Player Balance", - "file": "PlayerBalance" - }, - { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { "name": "Meta Games", "file": "MetaGames" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" - }, - { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Identification", "file": "Identification" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Characters", + "file": "Characters" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Skills", - "file": "Skills" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Agents", + "file": "Agents" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Skills", + "file": "Skills" + }, + { + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { "name": "Illusion of Influence", "file": "IllusionofInfluence" }, { - "name": "Agents", - "file": "Agents" + "name": "Early Elimination", + "file": "EarlyElimination" + }, + { + "name": "Tiebreakers", + "file": "Tiebreakers" + }, + { + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Player Elimination", + "file": "PlayerElimination" } ], "pattern_id": "MultiplayerGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "MultiplayerGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/MutualGoals.json b/MutualGoals.json index fecd43cacbef70c764f194768fd17f8e6ec4b315..29375143f4459ebc36485849fec1202525a13ca3 100644 --- a/MutualGoals.json +++ b/MutualGoals.json @@ -7,7 +7,7 @@ "using_the_pattern": [ "One of the main design choices regarding the shared nature of [[Mutual Goals]] is whether they should be [[Predefined Goals]] or [[Player Defined Goals]] in regard to which players share the goal. Hybrids between the two are possible; for example the number of players may be predefined but the composition of players may be up to the players to decide.", "For [[Mutual Goals]] that exist from the beginning of gameplay, the ones that are predefined lets the game design set aspects of [[Team Play]] and Collaboration in the game and can promote [[Team Balance]], especially if the game system has access to [[Extra-Game Information]] about players skills or ranking in the game. Letting players define the composition of who share the [[Mutual Goal]] can be used to let the players control [[Handicap]] in the game.", - "[[Mutual Goals]] can be constructed as [[Ephemeral Goals]] in order to affect game balance. If the players can negotiate with other players in order to participate in a [[Mutual Goal]] through [[Player Defined Goals,]] this can lead to a [[Balancing Effect]] since players lagging behind are more likely to form Temporary Alliances against the current leaders. This, however, is heavily influenced by how the [[Shared Rewards]] are distributed. An example of this is Diplomacy where players can negotiate and define their own temporal [[Mutual Goals]] ranging from simple `support this unit' to far ranging `defend Italy' and the rewards are typically not sharable in a quantifiable way.", + "[[Mutual Goals]] can be constructed as [[Ephemeral Goals]] in order to affect game balance. If the players can negotiate with other players in order to participate in a [[Mutual Goal]] through [[Player Defined Goals]], this can lead to a [[Balancing Effect]] since players lagging behind are more likely to form Temporary Alliances against the current leaders. This, however, is heavily influenced by how the [[Shared Rewards]] are distributed. An example of this is Diplomacy where players can negotiate and define their own temporal [[Mutual Goals]] ranging from simple `support this unit' to far ranging `defend Italy' and the rewards are typically not sharable in a quantifiable way.", "[[Mutual Goals]] can be unknown in an additional way compared to ordinary goals: the player composition of the group having a [[Mutual Goal]] may be unknown, either to the players not having the goal or to the players sharing the goal. In the first case this leads to [[Secret Alliances]] in which the other players try to figure out the composition of the group, while in the second case the players have Unknown Alliances, and one part of the game is to determine who is on your side without revealing your intentions to the other players. One example of this is Royal Turf (Reiner Knizia, Alea 2001) where money is won by betting on the outcome of a horse race. Once a secret betting is done, players take turns moving the horses around the track. If the player moves the horse he has bet on gives away his strategy but at the same time it would be beneficial for him to identify other players that have bet on the same horse in order to cooperate.", "The division of [[Rewards]] or sharing of risks and [[Penalties]], if any, from [[Mutual Goals]] is vital for the level of cooperation between the players and can be affected in several ways. A [[Mutual Goal]] with both [[Individual Rewards]] and [[Individual Penalties]] do the least to promote [[Team Play]] and mainly helps to drive the [[Narrative Structure]] or to achieve [[Delayed Reciprocity]] situations. In contrast, [[Shared Rewards]] and [[Shared Penalties]] strongly support [[Cooperation]] in [[Team Play]] as is evident in games using [[Team Elimination]]. [[Individual Rewards]] together with [[Shared Penalties]] can create [[Tension]] as players compete to be the first to achieve the end condition of the goal, while [[Shared Rewards]] promote cooperation depending on the exact sharing procedure especially if the goal has [[Individual Penalties]]. More complex or unpredictable distribution schemes can be achieved through [[Asymmetric Resource Distribution]] and [[Player-Decided Distribution of Rewards & Penalties]].", "Rewards and penalties of [[Mutual Goals]] can further be complicated by having them as either [[Predefined Goals]] regarding the exact procedure of implementing the rewards and penalties, or let them be [[Player Decided Results]] after the goal has be completed or failed. In the case where the reward is vaguely defined, for example in Diplomacy, the [[Mutual Goal]] can lead to [[Tension]] between the players as the value of the goal for the other players, and thereby the effort they will put into fulfilling the goal, is difficult to judge.", @@ -62,104 +62,104 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Team Elimination", + "file": "TeamElimination" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Competition", - "file": "Competition" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Competition", + "file": "Competition" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "MutualGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "MutualGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/NarrativeStructures.json b/NarrativeStructures.json index 8ac4ff48d6d315ba2db2a4014f2ff1203e3bd369..e11f069b529ed8c28830a799d689e6fbacb29407 100644 --- a/NarrativeStructures.json +++ b/NarrativeStructures.json @@ -107,292 +107,292 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Tension", + "file": "Tension" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Clues", + "file": "Clues" }, { - "name": "Collection", - "file": "Collection" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Characters", - "file": "Characters" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Levels", + "file": "Levels" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Character Development", + "file": "CharacterDevelopment" }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Identification", + "file": "Identification" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Levels", - "file": "Levels" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Identification", - "file": "Identification" + "name": "Characters", + "file": "Characters" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Clues", - "file": "Clues" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Collection", + "file": "Collection" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "NarrativeStructures", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "NarrativeStructures.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/NearMissIndicators.json b/NearMissIndicators.json index 74f29333a30c5e916c79efe496731b672b4304e3..f1aacf550cbd836ff9c7dfd4d74fe32b928264a3 100644 --- a/NearMissIndicators.json +++ b/NearMissIndicators.json @@ -10,7 +10,7 @@ "Explicit [[Near Miss Indicators]] are easy to have in digital games as players are not necessarily aware of the exact mechanisms for determining the outcome, and it is quite easy to modulate [[Outcome Indicators]] to be also [[Near Miss Indicators]]. However, [[Near Miss Indicators]] may emerge from the nature of the game itself, especially in games with [[Perfect Information]]." ], "consequences": [ - "[[Near Miss Indicators]] let players have information about how close they were to succeeding. This allows them to judge the merits of their actions after the action are performed, which can support [[Stimulated Planning]] for future attempts. As this in many cases means playing the game again or loading a saved game state, [[Near Miss Indicators]] support [[Replayability,]] especially in Quick Games, Save-Load Cycles in games with longer game play time, and -- paradoxically -- [[Perceived Chance to Succeed]] in most games.", + "[[Near Miss Indicators]] let players have information about how close they were to succeeding. This allows them to judge the merits of their actions after the action are performed, which can support [[Stimulated Planning]] for future attempts. As this in many cases means playing the game again or loading a saved game state, [[Near Miss Indicators]] support [[Replayability]], especially in Quick Games, Save-Load Cycles in games with longer game play time, and -- paradoxically -- [[Perceived Chance to Succeed]] in most games.", "The [[Near Miss Indicator]] is very often used with a [[Progress Indicator]] or a [[Hovering Closure]], sometimes even with a fake one, to heighten the sense of [[Anticipation]] and thus modulating [[Tension]]. An example can be found in the design of some slot machines, in which the slots are determined one by one with the symbols of the other slots continuing to whirl, making it possible to nearly have won for quite some time.", "[[Near Miss Indicators]] about other players' failure can significantly affect [[Tension]] and [[Perceived Chance to Succeed]] but this is very dependent on the current game state. If a player is unaware that another player was close to completing a goal, this may increase [[Tension]] or create [[Surprises]], but if one was aware of the player's intentions or progress the failure may relieve [[Tension]]. In the latter case, the [[Perceived Chance to Succeed]] probably rises but in the earlier case this may go in any direction." ], @@ -44,25 +44,13 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, - { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Imperfect Information", - "file": "ImperfectInformation" - }, - { - "name": "Luck", - "file": "Luck" - }, { "name": "Anticipation", "file": "Anticipation" @@ -72,28 +60,40 @@ "file": "OutcomeIndicators" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Luck", + "file": "Luck" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { "name": "Tension", "file": "Tension" }, + { + "name": "Imperfect Information", + "file": "ImperfectInformation" + }, { "name": "Replayability", "file": "Replayability" + }, + { + "name": "Game State Overview", + "file": "GameStateOverview" + }, + { + "name": "Stimulated Planning", + "file": "StimulatedPlanning" } ], "pattern_id": "NearMissIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "NearMissIndicators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Negotiation.json b/Negotiation.json index 2007f4439baedb6a7eecf1223e4239e603f3fd77..ba5731dc356fa93b0874129bb722359ee0c3c64b 100644 --- a/Negotiation.json +++ b/Negotiation.json @@ -9,8 +9,8 @@ "It is usual that [[Trading]] and [[Bidding]] or other actions that concern voluntary [[Transfer of Control]] events have specific bargaining, i. e., [[Negotiation]], phases where the players try to reach an agreement. More complex [[Collaborative Actions]] almost require that players are able to negotiate in order to coordinate their actions properly, for example, before agreeing on pursuing [[Committed Goals]]. For [[Player Balance]] and [[Game State Overview]], some [[Negotiation]] is done strictly according to a [[Turn Taking]] scheme, which however can cause [[Downtime]].", "[[Negotiation]] situations also appear when there are [[Player Defined Goals]] that are also [[Mutual Goals]], as the players have to reach an agreement about the goal they are trying to reach. Usually, reaching these goals requires agreeing upon and coordinating more complex strategies, which also involves [[Negotiation]]. Establishing and maintaining the power structures in [[Social Organizations]], unless they are predefined and immutable, requires that players negotiate. One way of solving [[Social Dilemmas]] is to allow players to negotiate their strategies.", "[[Negotiations]] in games can either be formalized by rules or be handled through [[Extra-Game Actions]]. Formalized [[Negotiations]] are usually specific modes of play in the game with three distinct phases: initiation, bargaining, and agreement. The rules for the initiation phase have to take three choices into account: first, which of the players can start the negotiation; second, how the participants of the negotiation are determined; and finally, what kinds of negotiations are possible. In games where players can perform hostile actions against each other, [[Negotiation]] may be encouraged by having [[Safe Havens]] especially for these types of actions, and initiation may start by players entering a certain space in the game. Settlers of Catan illustrates quite well these phases: only the player whose turn it is can initiate the negotiation, all players can participate in it, and only trades of basic [[Resources]] are allowed. The nature of the bargaining phase itself depends on the kind of [[Negotiation]], but usually it consists basically of the participants making offers and counter offers, sometimes even threats, and trying to persuade other participants to a certain agreement. It is possible that the player composition of the negotiation changes during this phase. The last phase, how to determine the agreement, has at least the following options: the initiating player decides on the agreement based on the discussion during the negotiation phase; the players agreeing on something end the negotiation by excluding the other players from the negotiation; or a specific [[Bidding]], usually some kind of a voting, phase is used to determine the outcome. The effects of the agreement, of course, depend on the nature of the game itself.", - "The patterns dealing with information can be used to govern how and what kind of information both the participating and non-participating players get about the different phases of the negotiation. For example, it is possible that the player composition of negotiations are known to all players, using [[Symmetric Information]], but that the terms and agreements are only known to the participating players, using [[Asymmetric Information.]]", - "[[Player Decided Results]], especially Player Decided Distribution of Rewards & Penalties for [[Shared Rewards,]] usually require some possibility for [[Negotiation]] and can represent a kind of [[Overcome]] goal. The presence of [[Tiebreakers]] can make [[Shared Rewards]] impossible and thereby close this possibility for [[Negotiation]] in games.", + "The patterns dealing with information can be used to govern how and what kind of information both the participating and non-participating players get about the different phases of the negotiation. For example, it is possible that the player composition of negotiations are known to all players, using [[Symmetric Information]], but that the terms and agreements are only known to the participating players, using [[Asymmetric Information]].", + "[[Player Decided Results]], especially Player Decided Distribution of Rewards & Penalties for [[Shared Rewards]], usually require some possibility for [[Negotiation]] and can represent a kind of [[Overcome]] goal. The presence of [[Tiebreakers]] can make [[Shared Rewards]] impossible and thereby close this possibility for [[Negotiation]] in games.", "[[Negotiation]] is by its nature an example of [[Interruptible Actions]] as players can end their bargaining. However, [[Negotiations]] can also be designed to be [[Interruptible Actions]] so that third parties can affect the actions, typically by presenting an alternative bid or a motivation why the bargain is not fair to one part." ], "consequences": [ @@ -73,156 +73,156 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Handicaps", + "file": "Handicaps" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { "name": "Committed Goals", "file": "CommittedGoals" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Trading", - "file": "Trading" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Trading", + "file": "Trading" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Polyathlons", + "file": "Polyathlons" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "Negotiation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Negotiation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/NeverEndingStories.json b/NeverEndingStories.json index 9a74eb2387a6229b05dbbb4b2e2284b32ea360b2..6987d769cff795301ccf97d81c3076dfb5001c7b 100644 --- a/NeverEndingStories.json +++ b/NeverEndingStories.json @@ -41,24 +41,20 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Creative Control", - "file": "CreativeControl" - }, - { - "name": "Game World", - "file": "GameWorld" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { "name": "Narrative Structures", @@ -69,28 +65,32 @@ "file": "Randomness" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" - }, - { - "name": "Surprises", - "file": "Surprises" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Persistent Game Worlds", "file": "PersistentGameWorlds" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" + }, + { + "name": "Surprises", + "file": "Surprises" } ], "pattern_id": "NeverEndingStories", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "NeverEndingStories.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/NewAbilities.json b/NewAbilities.json index 325ab41d1c3f590d818b7408927bbf94bf28aed3..3336804cb4933e4764b7e336839c9d820a17091b 100644 --- a/NewAbilities.json +++ b/NewAbilities.json @@ -9,7 +9,7 @@ "When [[New Abilities]] are linked to [[Units]] or [[Characters]], they may be in the form of [[Chargers]] or [[Power-Ups]] that give temporary effects with [[Time Limits]], or they may be in the more permanent form of [[Tools]]. [[Tools]] may allow a [[Transfer of Control]] of the [[New Ability]] and may have limited numbers of uses due to [[Limited Resources]].", "Linking [[New Abilities]] to [[Characters]] is not much different that linking them to players, unless the ability can be lost with the loss of [[Lives]]. Giving the [[New Abilities]] to [[Units]] increases the value of individual [[Units]] of the type that received the ability and can create [[Orthogonal Unit Differentiation]].", "When players can influence what [[New Abilities]] they gain, this gives [[Freedom of Choice]] to the players and makes [[Planned Character Development]] possible. In games with [[Team Play]], this also allows [[Team Development]] and player-directed [[Orthogonal Unit Differentiation]].", - "Like [[Privileged Abilities,]] any [[New Ability]] can affect [[Player Balance]] negatively. This may be countered by the [[Balancing Effect]] of linking the [[New Ability]] to an [[Ability Loss]] of another type, forcing players to perform [[Risk/Reward]] choices. Another way to provide a [[Balancing Effect]] is to have the [[New Ability]] as part of a set of [[Budgeted Action Points]], which means that use of the [[New Ability]] is done instead of using an existing one." + "Like [[Privileged Abilities]], any [[New Ability]] can affect [[Player Balance]] negatively. This may be countered by the [[Balancing Effect]] of linking the [[New Ability]] to an [[Ability Loss]] of another type, forcing players to perform [[Risk/Reward]] choices. Another way to provide a [[Balancing Effect]] is to have the [[New Ability]] as part of a set of [[Budgeted Action Points]], which means that use of the [[New Ability]] is done instead of using an existing one." ], "consequences": [ "[[New Abilities]] are the objectives for [[Gain Competence]] goals, [[Gain Ownership]] goals of [[Tools]], and give new possibilities for new [[Competence Areas]]. As they give players increased [[Freedom of Choice]] and the [[New Abilities]] often are [[Privileged Abilities]], receiving them is almost always considered a [[Reward]]. This may affect players' [[Perceived Chance to Succeed]] and creates [[Illusion of Influence]] even if no actual influence needs to exist. The ability to have more influence over the game state makes goals of acquiring [[New Abilities]] into implicit if not explicit [[Supporting Goals]] and give players [[Empowerment]]. Having diseases and the ability to spread them is an example of how a [[New Ability]] can be a [[Penalty]]. [[Role Reversal]] events often give players [[New Abilities]] while at the same time imposing [[Ability Losses]] of existing ones.", @@ -74,156 +74,156 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Characters", - "file": "Characters" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Lives", - "file": "Lives" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Investments", + "file": "Investments" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Characters", + "file": "Characters" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Tools", - "file": "Tools" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Investments", - "file": "Investments" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Tools", + "file": "Tools" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Lives", + "file": "Lives" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Units", - "file": "Units" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Units", + "file": "Units" } ], "pattern_id": "NewAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "NewAbilities.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/No-Ops.json b/No-Ops.json index 539f4736468f866f0e373435c579ca31cd5ed0a3..75c41efc3566ba29ad79735aa3cc65d5cec37342 100644 --- a/No-Ops.json +++ b/No-Ops.json @@ -44,52 +44,52 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Timing", + "file": "Timing" }, { "name": "Turn-Based Games", "file": "Turn-BasedGames" }, { - "name": "Camping", - "file": "Camping" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Tension", + "file": "Tension" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Tension", - "file": "Tension" + "name": "Camping", + "file": "Camping" }, { - "name": "Timing", - "file": "Timing" + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Stealth", @@ -99,9 +99,9 @@ "pattern_id": "No-Ops", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "No-Ops.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Non-RenewableResources.json b/Non-RenewableResources.json index f6b82ef834b74e3c755b3d248ca273fd58609fea..375fac1a4881b917018813fb56c9a5bf8e77ddff 100644 --- a/Non-RenewableResources.json +++ b/Non-RenewableResources.json @@ -53,84 +53,84 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Units", + "file": "Units" }, { "name": "Transfer of Control", "file": "TransferofControl" }, + { + "name": "Closed Economies", + "file": "ClosedEconomies" + }, { "name": "Higher-Level Closures as Gameplay Progresses", "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Units", - "file": "Units" + "name": "Cards", + "file": "Cards" }, { - "name": "Resources", - "file": "Resources" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Handicaps", + "file": "Handicaps" + }, + { + "name": "Randomness", + "file": "Randomness" + }, + { + "name": "Ownership", + "file": "Ownership" }, { "name": "Renewable Resources", "file": "RenewableResources" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Tied Results", "file": "TiedResults" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" - }, - { - "name": "Handicaps", - "file": "Handicaps" - }, - { - "name": "Ownership", - "file": "Ownership" - }, - { - "name": "Cards", - "file": "Cards" + "name": "Resources", + "file": "Resources" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Experimenting", + "file": "Experimenting" } ], "pattern_id": "Non-RenewableResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Non-RenewableResources.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Obstacles.json b/Obstacles.json index 483e45dbbb76c9e1a1a0acda4c652737d1bd74d2..38da5a94456e68a924e1d593e06c12039551df3a 100644 --- a/Obstacles.json +++ b/Obstacles.json @@ -49,84 +49,84 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Rescue", - "file": "Rescue" - }, - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Timing", + "file": "Timing" }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Levels", - "file": "Levels" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, + { + "name": "Leaps of Faith", + "file": "LeapsofFaith" + }, { "name": "Inaccessible Areas", "file": "InaccessibleAreas" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Game World Navigation", "file": "GameWorldNavigation" }, - { - "name": "Leaps of Faith", - "file": "LeapsofFaith" - }, { "name": "Movement", "file": "Movement" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Levels", + "file": "Levels" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Timing", - "file": "Timing" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Aim & Shoot", + "file": "Aim&Shoot" + }, + { + "name": "Maneuvering", + "file": "Maneuvering" + }, + { + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "Obstacles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Obstacles.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/OptionalGoals.json b/OptionalGoals.json index 5326942c8da34202b202f6e85d335e794462066a..d0f1734ec1b5e950c67c0bc3953dc736a4b5aec0 100644 --- a/OptionalGoals.json +++ b/OptionalGoals.json @@ -46,56 +46,56 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" - }, - { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Meta Games", + "file": "MetaGames" }, { "name": "Trading", "file": "Trading" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" - }, - { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Games within Games", + "file": "GameswithinGames" + }, + { + "name": "Supporting Goals", + "file": "SupportingGoals" + }, + { + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "OptionalGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "OptionalGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/OrthogonalUnitDifferentiation.json b/OrthogonalUnitDifferentiation.json index a814e609cbcbddda6bbd3eecde0879bebcd831c2..12488149d5b28715ec1f41b7d67324c8031caae1 100644 --- a/OrthogonalUnitDifferentiation.json +++ b/OrthogonalUnitDifferentiation.json @@ -56,108 +56,108 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Characters", - "file": "Characters" + "name": "Damage", + "file": "Damage" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Overcome", + "file": "Overcome" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Combos", + "file": "Combos" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Characters", + "file": "Characters" }, { - "name": "Damage", - "file": "Damage" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Combos", - "file": "Combos" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Skills", - "file": "Skills" + "name": "Movement", + "file": "Movement" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Skills", + "file": "Skills" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Units", - "file": "Units" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Movement", - "file": "Movement" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Units", + "file": "Units" } ], "pattern_id": "OrthogonalUnitDifferentiation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "OrthogonalUnitDifferentiation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/OutcomeIndicators.json b/OutcomeIndicators.json index 1d1f45f927187b4841d5e2daca5a54110d20c79e..ebe4a9d29390fade35661e5c064ca2db1cd82184 100644 --- a/OutcomeIndicators.json +++ b/OutcomeIndicators.json @@ -41,44 +41,44 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "OutcomeIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "OutcomeIndicators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/OutstandingFeatures.json b/OutstandingFeatures.json index d2657995ea1c3cd86749f32e63b5525846380d9c..b22c920f3a6e31d0a97080a768f38cbc5622ee1e 100644 --- a/OutstandingFeatures.json +++ b/OutstandingFeatures.json @@ -46,49 +46,41 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" - }, - { - "name": "Resource Locations", - "file": "ResourceLocations" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, - { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Chargers", - "file": "Chargers" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { "name": "Obstacles", "file": "Obstacles" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Traces", + "file": "Traces" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Traces", - "file": "Traces" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { "name": "Status Indicators", "file": "StatusIndicators" }, + { + "name": "Strategic Locations", + "file": "StrategicLocations" + }, + { + "name": "Deadly Traps", + "file": "DeadlyTraps" + }, { "name": "Game World Navigation", "file": "GameWorldNavigation" @@ -98,28 +90,36 @@ "file": "Clues" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resource Generators", + "file": "ResourceGenerators" + }, + { + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Resource Locations", + "file": "ResourceLocations" } ], "pattern_id": "OutstandingFeatures", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "OutstandingFeatures.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Overcome.json b/Overcome.json index 140f9c1d54a41e67960b8e1dd8004606440c051e..34f31aa9700c6f118f309b840ee8611d3fca290e 100644 --- a/Overcome.json +++ b/Overcome.json @@ -64,128 +64,128 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Timing", + "file": "Timing" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Tension", + "file": "Tension" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { "name": "Puzzle Solving", "file": "PuzzleSolving" }, { - "name": "Transfer of Control", - "file": "TransferofControl" - }, - { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Last Man Standing", + "file": "LastManStanding" }, { "name": "Capture", "file": "Capture" }, { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Immersion", "file": "Immersion" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Luck", - "file": "Luck" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Competition", - "file": "Competition" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Enemies", "file": "Enemies" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Gain Ownership", + "file": "GainOwnership" + }, + { + "name": "Luck", + "file": "Luck" + }, + { + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Competition", + "file": "Competition" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Timing", - "file": "Timing" + "name": "Player Elimination", + "file": "PlayerElimination" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Overcome", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780217", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Overcome.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Ownership.json b/Ownership.json index 42133923c4f33ac55e9e68164c9a850b2cf845ce..b8fa2a3109614e99b2305ca33a9e82d211a12799 100644 --- a/Ownership.json +++ b/Ownership.json @@ -12,7 +12,7 @@ "[[Asymmetric Resource Distribution]] and [[Symmetric Resource Distribution]] can be used to create different [[Ownership]] structures for different players and motivate both [[Gain Ownership]] goals and [[Trading]] actions. [[Ownership]] can also be shared between many players, as is done in games based on [[Shared Resources]]." ], "consequences": [ - "Sense of [[Ownership]] is a strong basic human emotion, and [[Ownership]] can be used to create [[Tension]] in the game as is evident in games involving loss of [[Ownership]] as a threat. [[Ownership]] is also one of the cornerstones for deepening the [[Emotional Immersion]] in the game and achieving [[Identification]] through, for example, using [[Avatar]] s in [[Persistent Game Worlds.]] The [[Tension]] and [[Emotional Immersion]] caused by [[Ownership]] is however reduced for [[Renewable Resources]] compared to [[Non-Renewable Resources]].", + "Sense of [[Ownership]] is a strong basic human emotion, and [[Ownership]] can be used to create [[Tension]] in the game as is evident in games involving loss of [[Ownership]] as a threat. [[Ownership]] is also one of the cornerstones for deepening the [[Emotional Immersion]] in the game and achieving [[Identification]] through, for example, using [[Avatar]] s in [[Persistent Game Worlds]]. The [[Tension]] and [[Emotional Immersion]] caused by [[Ownership]] is however reduced for [[Renewable Resources]] compared to [[Non-Renewable Resources]].", "Besides [[Ownership]] that games explicitly have given to players, feelings of [[Ownership]] are likely to occur of game elements produced by [[Producers]] under the players' control, or even stronger, when players have had [[Creative Control]] of game elements or other aspects of the [[Game World]]." ], "relations": { @@ -70,152 +70,152 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Tension", + "file": "Tension" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Card Hands", + "file": "CardHands" }, { "name": "Player Killing", "file": "PlayerKilling" }, { - "name": "Collection", - "file": "Collection" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Betting", - "file": "Betting" + "name": "Capture", + "file": "Capture" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Producers", + "file": "Producers" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Resources", - "file": "Resources" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Investments", + "file": "Investments" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { - "name": "Capture", - "file": "Capture" - }, - { - "name": "Meta Games", - "file": "MetaGames" - }, - { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Identification", + "file": "Identification" }, { - "name": "Producers", - "file": "Producers" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Trading", + "file": "Trading" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Card Hands", - "file": "CardHands" + "name": "Betting", + "file": "Betting" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Identification", - "file": "Identification" + "name": "Collection", + "file": "Collection" }, { - "name": "Trading", - "file": "Trading" + "name": "Gain Ownership", + "file": "GainOwnership" }, { "name": "Tools", "file": "Tools" }, { - "name": "Investments", - "file": "Investments" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Rewards", + "file": "Rewards" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, + { + "name": "Strategic Locations", + "file": "StrategicLocations" + }, { "name": "Guard", "file": "Guard" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Rescue", + "file": "Rescue" + }, + { + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Resource Management", + "file": "ResourceManagement" }, { "name": "Units", "file": "Units" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Ownership", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Ownership.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Paper-Rock-Scissors.json b/Paper-Rock-Scissors.json index 05093d898cb86a80384fd38fb9e2a83498be3481..0cf92594119bb5fe3392989d0634ea7185e04d29 100644 --- a/Paper-Rock-Scissors.json +++ b/Paper-Rock-Scissors.json @@ -43,64 +43,64 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Investments", + "file": "Investments" }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Tension", + "file": "Tension" }, { - "name": "Units", - "file": "Units" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Investments", - "file": "Investments" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Tension", - "file": "Tension" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Units", + "file": "Units" } ], "pattern_id": "Paper-Rock-Scissors", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Paper-Rock-Scissors.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ParallelLives.json b/ParallelLives.json index 05e339ccbcb1b2505f6efbd3db9a71deb020b46c..3edd494cc4807d0602d4dbfdcb9efdaf7f82c252 100644 --- a/ParallelLives.json +++ b/ParallelLives.json @@ -33,36 +33,36 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Avatars", - "file": "Avatars" - }, - { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Lives", + "file": "Lives" }, { - "name": "Units", - "file": "Units" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Lives", - "file": "Lives" + "name": "Penalties", + "file": "Penalties" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player Elimination", + "file": "PlayerElimination" + }, + { + "name": "Units", + "file": "Units" } ], "pattern_id": "ParallelLives", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ParallelLives.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Penalties.json b/Penalties.json index 373839d50bc93f8250a8501391a107ea2943019b..98e9fffa895eadbb5b9ce67f1920d51b98817dae 100644 --- a/Penalties.json +++ b/Penalties.json @@ -93,216 +93,216 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Shared Penalties", - "file": "SharedPenalties" - }, - { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Tension", + "file": "Tension" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Characters", - "file": "Characters" + "name": "Damage", + "file": "Damage" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Lives", - "file": "Lives" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Resources", - "file": "Resources" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Combos", + "file": "Combos" + }, + { + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { "name": "Eliminate", "file": "Eliminate" }, { - "name": "Damage", - "file": "Damage" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Combos", - "file": "Combos" + "name": "Identification", + "file": "Identification" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Characters", + "file": "Characters" }, { - "name": "Identification", - "file": "Identification" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Skills", - "file": "Skills" + "name": "Mutual Goals", + "file": "MutualGoals" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "No-Ops", + "file": "No-Ops" + }, + { + "name": "Lives", + "file": "Lives" + }, + { + "name": "Skills", + "file": "Skills" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Units", - "file": "Units" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Parallel Lives", + "file": "ParallelLives" + }, + { + "name": "Spectators", + "file": "Spectators" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Units", + "file": "Units" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Penalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Penalties.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PerceivableMargins.json b/PerceivableMargins.json index 4db4f9d7b955ca6e16b47830ac1eeb8e943376e9..f4d3db26eb276032e14d100581dbb3bd87322dd7 100644 --- a/PerceivableMargins.json +++ b/PerceivableMargins.json @@ -49,77 +49,77 @@ ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, { "name": "Tension", "file": "Tension" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" - }, - { - "name": "Combat", - "file": "Combat" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Combat", + "file": "Combat" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Tiebreakers", "file": "Tiebreakers" }, + { + "name": "Balancing Effects", + "file": "BalancingEffects" + }, { "name": "Randomness", "file": "Randomness" + }, + { + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "PerceivableMargins", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PerceivableMargins.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PerceivedChancetoSucceed.json b/PerceivedChancetoSucceed.json index 21a9dd2d425a605ae34f21a64209379a27b1e7bf..8725fa0f5c70326f343d9bff63db0b10a235cb39 100644 --- a/PerceivedChancetoSucceed.json +++ b/PerceivedChancetoSucceed.json @@ -70,54 +70,38 @@ ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" - }, - { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" - }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Tension", + "file": "Tension" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, + { + "name": "Cut Scenes", + "file": "CutScenes" + }, + { + "name": "Decreased Abilities", + "file": "DecreasedAbilities" + }, { "name": "Character Development", "file": "CharacterDevelopment" @@ -127,100 +111,116 @@ "file": "SmoothLearningCurves" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Tension", - "file": "Tension" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Tools", - "file": "Tools" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Skills", - "file": "Skills" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Player Balance", + "file": "PlayerBalance" }, { "name": "Enemies", "file": "Enemies" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Tools", + "file": "Tools" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Skills", + "file": "Skills" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Illusion of Influence", "file": "IllusionofInfluence" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Social Dilemmas", + "file": "SocialDilemmas" + }, + { + "name": "Ability Losses", + "file": "AbilityLosses" + }, + { + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "PerceivedChancetoSucceed", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PerceivedChancetoSucceed.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PerfectInformation.json b/PerfectInformation.json index e3e4d0cc6029c9d1ba289fba660d94892500153e..25e9aa3dd9611a0cee9fe800a2a3e29c742b24d2 100644 --- a/PerfectInformation.json +++ b/PerfectInformation.json @@ -8,7 +8,7 @@ "Supporting [[Perfect Information]] naturally depends on presenting information in such way that the risk of misunderstanding is minimal. For this reason, [[Direct Information]] is easier to use with [[Perfect Information]] than [[Indirect Information]] since there is no risk of information loss due to the translation. Classical board games, such as Chess and Go, do this by having the game state stored as physical game elements that are visible to all players. [[Perfect Information]] is also difficult to use with [[Red Herrings]].", "Providing [[Perfect Information]] in a game is tied to the [[Right Level of Complexity]] of the game. Games with a large possible game state and few [[Closure Points]], e. g., Chess and Go, can provide [[Perfect Information]] without having too much predictability. This is not the case for games with smaller possible game states such as Poker, which may become too predictable when using the pattern.", "Games of complete [[Perfect Information]] and [[Symmetric Information]] automatically create a perfect [[Game State Overview]] and typically support [[Public Information]] easily, if not automatically.", - "[[Perfect Information]] may be applied during the determination of evaluation functions. This can allow players to gain information about the strategies and tactics of the other players, offering an opportunity to gain [[Strategic Knowledge]] about the game. However, this may limit otherwise potential [[Tension]], e. g., not knowing the card hand of Poker players who folded or successfully completed [[Bluffing.]]", + "[[Perfect Information]] may be applied during the determination of evaluation functions. This can allow players to gain information about the strategies and tactics of the other players, offering an opportunity to gain [[Strategic Knowledge]] about the game. However, this may limit otherwise potential [[Tension]], e. g., not knowing the card hand of Poker players who folded or successfully completed [[Bluffing]].", "Games can be constructed so that [[Perfect Information]] about game elements is temporarily presented explicitly to players then hidden again. These games, where the archetypical example is Memory, make use of [[Memorizing]] and may allow players to have [[Perfect Information]] about the whole game state without showing any information after the game has been played for some time. Trick-based games and games using [[Discard Piles]] can allow the same possibilities by making players show information for a while and then remove it. This can further be strengthened by imposing limitations on actions, e. g., requiring players to follow suit or take if they can in card games.", "Games of [[Cooperation]] and [[Negotiation]] can have [[Perfect Information]] among the players but have the information distributed among the players, i. e., all players start with [[Imperfect Information]] but can gain [[Perfect Information]] through actions or negotiation. Bridge and Cluedo are examples." ], @@ -57,96 +57,96 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Tension", + "file": "Tension" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Tension", - "file": "Tension" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "PerfectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PerfectInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PersistentGameWorlds.json b/PersistentGameWorlds.json index 309accb79b57ed4c979c332111f349ccc2c326fe..44052283258abb68f039a8e44ba27f9441b5b8c0 100644 --- a/PersistentGameWorlds.json +++ b/PersistentGameWorlds.json @@ -12,7 +12,7 @@ ], "consequences": [ "[[Persistent Game Worlds]] by their definition give rise to [[Multiplayer Games]] where several, sometimes even thousands, of players share the same [[Game World]], which itself has an existence independent of the players themselves. The high level of [[Social Interaction]] that occurs in these games can over time give rise to both [[Social Statuses]] among the players and [[Social Organizations]] given some support through the game design.", - "These games offer players the possibility to enter another world, and when these shared fantasies are constructed with care the [[Emotional Immersion]] and commitment from the players can be significant. Tabletop roleplaying games create these shared fantasies through [[Storytelling]] by the players and the [[Game Masters]]. The games usually have loose [[Narrative Structures]] with no definite ends, making the tales told by the players and to the players [[Never Ending Stories.]] This kind of [[Storytelling]] is usually based on the players doing [[Roleplaying]] with their [[Characters]]. As much of the [[Storytelling]] does not have an immediate effect on the state of the [[Game Worlds]], these worlds typically generate significant [[Extra-Game Actions]] and [[Extra-Game Consequences]]." + "These games offer players the possibility to enter another world, and when these shared fantasies are constructed with care the [[Emotional Immersion]] and commitment from the players can be significant. Tabletop roleplaying games create these shared fantasies through [[Storytelling]] by the players and the [[Game Masters]]. The games usually have loose [[Narrative Structures]] with no definite ends, making the tales told by the players and to the players [[Never Ending Stories]]. This kind of [[Storytelling]] is usually based on the players doing [[Roleplaying]] with their [[Characters]]. As much of the [[Storytelling]] does not have an immediate effect on the state of the [[Game Worlds]], these worlds typically generate significant [[Extra-Game Actions]] and [[Extra-Game Consequences]]." ], "relations": { "Instantiates": [ @@ -57,56 +57,52 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Asynchronous Games", - "file": "AsynchronousGames" - }, - { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Characters", - "file": "Characters" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Construction", + "file": "Construction" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Avatars", @@ -117,48 +113,52 @@ "file": "Identification" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Characters", + "file": "Characters" }, { - "name": "Handles", - "file": "Handles" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Handles", + "file": "Handles" }, { - "name": "Construction", - "file": "Construction" + "name": "Never Ending Stories", + "file": "NeverEndingStories" + }, + { + "name": "Creative Control", + "file": "CreativeControl" } ], "pattern_id": "PersistentGameWorlds", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PersistentGameWorlds.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Pick-Ups.json b/Pick-Ups.json index b11bf5fad3d94698043cd456e956fd5ed7b5050d..7cf101fdb9c1859076db95e139cf8413363db5b0 100644 --- a/Pick-Ups.json +++ b/Pick-Ups.json @@ -46,64 +46,64 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Limited Resources", - "file": "LimitedResources" - }, - { - "name": "Resource Locations", - "file": "ResourceLocations" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Traces", + "file": "Traces" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Collection", - "file": "Collection" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Limited Resources", + "file": "LimitedResources" }, { "name": "Supporting Goals", "file": "SupportingGoals" }, { - "name": "Traces", - "file": "Traces" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { "name": "Score", "file": "Score" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Collection", + "file": "Collection" + }, + { + "name": "Resource Locations", + "file": "ResourceLocations" + }, + { + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Pick-Ups", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Pick-Ups.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PlannedCharacterDevelopment.json b/PlannedCharacterDevelopment.json index a01737f0d5b7416c1415b3651cdbe15386481662..6279c75f57cb61ea94ac30f9d06366b7c22b635e 100644 --- a/PlannedCharacterDevelopment.json +++ b/PlannedCharacterDevelopment.json @@ -60,120 +60,120 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Characters", - "file": "Characters" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { "name": "Gain Competence", "file": "GainCompetence" }, + { + "name": "Character Development", + "file": "CharacterDevelopment" + }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Identification", - "file": "Identification" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { "name": "Incompatible Goals", "file": "IncompatibleGoals" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Skills", - "file": "Skills" + "name": "Identification", + "file": "Identification" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Characters", + "file": "Characters" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Skills", + "file": "Skills" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Creative Control", + "file": "CreativeControl" } ], "pattern_id": "PlannedCharacterDevelopment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PlannedCharacterDevelopment.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Player-DecidedDistributionofRewards&Penalties.json b/Player-DecidedDistributionofRewards&Penalties.json index 6679e05c56fab3d3bba1835cc5268845ba15a5b1..a35b76bddc1e3b4bbfacdf94ea52cc43be574161 100644 --- a/Player-DecidedDistributionofRewards&Penalties.json +++ b/Player-DecidedDistributionofRewards&Penalties.json @@ -65,124 +65,124 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Tension", + "file": "Tension" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Resources", - "file": "Resources" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Tied Results", + "file": "TiedResults" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Rewards", + "file": "Rewards" + }, + { + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Player-DecidedDistributionofRewards&Penalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Player-DecidedDistributionofRewards&Penalties.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PlayerBalance.json b/PlayerBalance.json index d4b266b91afe77e4283da4dbe0a13087636186ae..b0c9e1952c2c5fc4dc27c92e8f5b496fbe7f250e 100644 --- a/PlayerBalance.json +++ b/PlayerBalance.json @@ -77,180 +77,180 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Characters", - "file": "Characters" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Camping", + "file": "Camping" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Resources", - "file": "Resources" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Characters", + "file": "Characters" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Camping", - "file": "Camping" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Competition", - "file": "Competition" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Competition", + "file": "Competition" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Empowerment", + "file": "Empowerment" }, { "name": "Symmetry", "file": "Symmetry" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "PlayerBalance", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PlayerBalance.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PlayerConstructedWorlds.json b/PlayerConstructedWorlds.json index 1e86e9eaeda638191ce3f72e06fee20f5cbd1c9a..e90a3d721cd468b05ada1f117d5d45b87ea8fa3d 100644 --- a/PlayerConstructedWorlds.json +++ b/PlayerConstructedWorlds.json @@ -50,81 +50,81 @@ "name": "Emotional Immersion", "file": "EmotionalImmersion" }, - { - "name": "Creative Control", - "file": "CreativeControl" - }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" + }, + { + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Tile-Laying", "file": "Tile-Laying" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Construction", + "file": "Construction" }, { "name": "Social Interaction", "file": "SocialInteraction" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Construction", - "file": "Construction" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "PlayerConstructedWorlds", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PlayerConstructedWorlds.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PlayerDecidedResults.json b/PlayerDecidedResults.json index 7a9974ecf674a80ccf16e33928102c9bf348ee6d..339607909cf9f00924695ac78d1837e23766fc1f 100644 --- a/PlayerDecidedResults.json +++ b/PlayerDecidedResults.json @@ -54,96 +54,96 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Secret Alliances", + "file": "SecretAlliances" + }, + { + "name": "Storytelling", + "file": "Storytelling" }, { "name": "Social Statuses", "file": "SocialStatuses" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Team Balance", + "file": "TeamBalance" }, { "name": "Delayed Reciprocity", "file": "DelayedReciprocity" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" - }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Social Interaction", + "file": "SocialInteraction" + }, + { + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Collaborative Actions", + "file": "CollaborativeActions" } ], "pattern_id": "PlayerDecidedResults", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PlayerDecidedResults.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PlayerDefinedGoals.json b/PlayerDefinedGoals.json index dd214354001c6d86e936396054fd647c44fecacb..9ae4b3a7994482af5a7eb3c8984ef68967796d73 100644 --- a/PlayerDefinedGoals.json +++ b/PlayerDefinedGoals.json @@ -64,120 +64,120 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Tension", + "file": "Tension" }, { - "name": "Betting", - "file": "Betting" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Characters", - "file": "Characters" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Construction", + "file": "Construction" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "High Score Lists", + "file": "HighScoreLists" }, { "name": "Bidding", "file": "Bidding" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Tension", - "file": "Tension" + "name": "Characters", + "file": "Characters" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Betting", + "file": "Betting" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Optional Goals", + "file": "OptionalGoals" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Construction", - "file": "Construction" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "PlayerDefinedGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PlayerDefinedGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PlayerElimination.json b/PlayerElimination.json index 7a63c233f5284d5a75077aed3146e057ec7e4dd2..8cbc23aa6be24671692847179ab5a696b3cd4c46 100644 --- a/PlayerElimination.json +++ b/PlayerElimination.json @@ -10,7 +10,7 @@ "In games with [[Closed Economies]], the use of [[Player Elimination]] may be the only way to ensure that [[Resources]] are gathered in larger and larger groups as gameplay progresses." ], "consequences": [ - "The risk of [[Player Elimination]] naturally raises the [[Tension]] level for the player, as the players essentially lose all their efforts and the time invested in the game if the game session is finished without their consent. Many arcade---and other games, too---base the overarching [[Tension]] and struggle in the game on [[Player Elimination.]] In these games based on the goal to [[Survive]], the players must lose in the end anyway, and their performance is measured by how long they have been able to stay in the game, for example, by using a [[Score]]. The gameplay of [[Multiplayer Games]] with [[Player Elimination]] can force extended [[Downtime]] on eliminated players, especially if there is a possibility of [[Early Elimination]]. [[Player Killing]] is a special case of [[Player Elimination]] where there is a possibility for the players to continue their game session even after initial elimination. The [[Last Man Standing]] higher level goal is based on a player completing a [[Collection]] of goals of eliminating other players; that is, by being the last surviving player in the game instance. The same principle applies to [[Team Elimination]], as the other team has to eliminate the players of the team. [[Player Elimination]] is also the most drastic version of [[Ability Losses]]; the player loses the ability to participate in the game." + "The risk of [[Player Elimination]] naturally raises the [[Tension]] level for the player, as the players essentially lose all their efforts and the time invested in the game if the game session is finished without their consent. Many arcade---and other games, too---base the overarching [[Tension]] and struggle in the game on [[Player Elimination]]. In these games based on the goal to [[Survive]], the players must lose in the end anyway, and their performance is measured by how long they have been able to stay in the game, for example, by using a [[Score]]. The gameplay of [[Multiplayer Games]] with [[Player Elimination]] can force extended [[Downtime]] on eliminated players, especially if there is a possibility of [[Early Elimination]]. [[Player Killing]] is a special case of [[Player Elimination]] where there is a possibility for the players to continue their game session even after initial elimination. The [[Last Man Standing]] higher level goal is based on a player completing a [[Collection]] of goals of eliminating other players; that is, by being the last surviving player in the game instance. The same principle applies to [[Team Elimination]], as the other team has to eliminate the players of the team. [[Player Elimination]] is also the most drastic version of [[Ability Losses]]; the player loses the ability to participate in the game." ], "relations": { "Instantiates": [ @@ -51,96 +51,96 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Tension", + "file": "Tension" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Combat", + "file": "Combat" }, { "name": "Player Killing", "file": "PlayerKilling" }, { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Lives", - "file": "Lives" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Score", - "file": "Score" + "name": "Survive", + "file": "Survive" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Overcome", + "file": "Overcome" }, { "name": "Bidding", "file": "Bidding" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Team Elimination", + "file": "TeamElimination" }, { - "name": "Tension", - "file": "Tension" + "name": "Lives", + "file": "Lives" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Combat", - "file": "Combat" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { - "name": "Survive", - "file": "Survive" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Parallel Lives", + "file": "ParallelLives" }, { "name": "Spectators", "file": "Spectators" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Score", + "file": "Score" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Ability Losses", + "file": "AbilityLosses" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "PlayerElimination", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PlayerElimination.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PlayerKilling.json b/PlayerKilling.json index f34864f97a4cf1f9fd846535704393153e7e31bb..6fc80e39723d96d51224af878234a0d4d1c8e546 100644 --- a/PlayerKilling.json +++ b/PlayerKilling.json @@ -46,80 +46,80 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Lives", + "file": "Lives" }, { "name": "Avatars", "file": "Avatars" }, - { - "name": "Team Elimination", - "file": "TeamElimination" - }, { "name": "Rewards", "file": "Rewards" }, - { - "name": "Player Elimination", - "file": "PlayerElimination" - }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Identification", + "file": "Identification" }, { "name": "Social Statuses", "file": "SocialStatuses" }, { - "name": "Identification", - "file": "Identification" + "name": "Tension", + "file": "Tension" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Team Elimination", + "file": "TeamElimination" }, { "name": "Team Balance", "file": "TeamBalance" }, { - "name": "Lives", - "file": "Lives" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Tension", - "file": "Tension" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Player Elimination", + "file": "PlayerElimination" + }, + { + "name": "Spawning", + "file": "Spawning" } ], "pattern_id": "PlayerKilling", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PlayerKilling.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Polyathlons.json b/Polyathlons.json index b16f68e4e601bec9476ccfb1288968c656dd33c5..ae73351555a2d99289f9a164a5e51e6aff224974 100644 --- a/Polyathlons.json +++ b/Polyathlons.json @@ -34,8 +34,12 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Negotiation", - "file": "Negotiation" + "name": "Memorizing", + "file": "Memorizing" + }, + { + "name": "Luck", + "file": "Luck" }, { "name": "Competence Areas", @@ -46,28 +50,24 @@ "file": "Dexterity-BasedActions" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Luck", - "file": "Luck" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Quick Games", "file": "QuickGames" - }, - { - "name": "Memorizing", - "file": "Memorizing" } ], "pattern_id": "Polyathlons", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Polyathlons.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Power-Ups.json b/Power-Ups.json index 5ee6fe751deeed0ffe88f0ed887f81c4a919bcab..ba1ad98f7b620200b387afcb2acf871557efebae 100644 --- a/Power-Ups.json +++ b/Power-Ups.json @@ -41,44 +41,48 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Skills", + "file": "Skills" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { "name": "Collecting", "file": "Collecting" }, + { + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" + }, + { + "name": "New Abilities", + "file": "NewAbilities" + }, { "name": "Trading", "file": "Trading" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Skills", - "file": "Skills" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Gain Competence", @@ -87,18 +91,14 @@ { "name": "Producers", "file": "Producers" - }, - { - "name": "Improved Abilities", - "file": "ImprovedAbilities" } ], "pattern_id": "Power-Ups", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Power-Ups.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PredefinedGoals.json b/PredefinedGoals.json index 1ba4af98d511259154ba7c58e87799a75f07656c..a3b2c081454f18cb88af08cd86e9ab674d75b538 100644 --- a/PredefinedGoals.json +++ b/PredefinedGoals.json @@ -44,8 +44,20 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" + }, + { + "name": "Perfect Information", + "file": "PerfectInformation" + }, + { + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" + }, + { + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Hierarchy of Goals", @@ -56,48 +68,36 @@ "file": "ImperfectInformation" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Ephemeral Goals", "file": "EphemeralGoals" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { "name": "Planned Character Development", "file": "PlannedCharacterDevelopment" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { "name": "Symmetric Information", "file": "SymmetricInformation" - }, - { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" - }, - { - "name": "Game Mastery", - "file": "GameMastery" - }, - { - "name": "Unknown Goals", - "file": "UnknownGoals" } ], "pattern_id": "PredefinedGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PredefinedGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PredictableConsequences.json b/PredictableConsequences.json index 945f4265922c6a823d5babe2883d4aa0dc3b9e76..6ee571bf0115fda455673d2eb58ca4ed9654864f 100644 --- a/PredictableConsequences.json +++ b/PredictableConsequences.json @@ -78,176 +78,176 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Limited Foresight", - "file": "LimitedForesight" - }, - { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Betting", - "file": "Betting" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Limited Foresight", + "file": "LimitedForesight" + }, + { + "name": "Damage", + "file": "Damage" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Damage", - "file": "Damage" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Investments", + "file": "Investments" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Luck", - "file": "Luck" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Investments", - "file": "Investments" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Skills", - "file": "Skills" + "name": "Betting", + "file": "Betting" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Skills", + "file": "Skills" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Luck", + "file": "Luck" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "PredictableConsequences", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PredictableConsequences.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PreventingGoals.json b/PreventingGoals.json index 03f37c1824e486cdfbe79c645353542d8797b587..fef80be44844845641dc4a53c48c4d1619107415 100644 --- a/PreventingGoals.json +++ b/PreventingGoals.json @@ -58,96 +58,96 @@ "file": "LimitedPlanningAbility" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Herd", + "file": "Herd" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Capture", + "file": "Capture" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Capture", - "file": "Capture" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Survive", "file": "Survive" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Construction", + "file": "Construction" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Herd", - "file": "Herd" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Guard", - "file": "Guard" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { "name": "Enemies", "file": "Enemies" }, + { + "name": "Negotiation", + "file": "Negotiation" + }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Guard", + "file": "Guard" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Rescue", + "file": "Rescue" }, { "name": "Evade", "file": "Evade" }, { - "name": "Game State Overview", - "file": "GameStateOverview" - }, - { - "name": "Construction", - "file": "Construction" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "PreventingGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PreventingGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PrivilegedAbilities.json b/PrivilegedAbilities.json index 97d4b1dfd57db78930b3c422c8ad70829c21c817..2565f86b6b342e269603a86c798bef7d7ffcea0a 100644 --- a/PrivilegedAbilities.json +++ b/PrivilegedAbilities.json @@ -88,188 +88,188 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Timing", + "file": "Timing" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Combat", + "file": "Combat" }, { - "name": "Characters", - "file": "Characters" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" - }, - { - "name": "Construction", - "file": "Construction" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Construction", + "file": "Construction" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Combos", + "file": "Combos" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Producers", + "file": "Producers" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Spawning", + "file": "Spawning" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Investments", + "file": "Investments" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Characters", + "file": "Characters" }, { - "name": "Producers", - "file": "Producers" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Combat", - "file": "Combat" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Combos", - "file": "Combos" + "name": "Social Interaction", + "file": "SocialInteraction" + }, + { + "name": "No-Ops", + "file": "No-Ops" }, { "name": "Tools", "file": "Tools" }, { - "name": "Investments", - "file": "Investments" + "name": "Skills", + "file": "Skills" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Skills", - "file": "Skills" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Units", - "file": "Units" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Timing", - "file": "Timing" + "name": "Units", + "file": "Units" } ], "pattern_id": "PrivilegedAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PrivilegedAbilities.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PrivilegedMovement.json b/PrivilegedMovement.json index 23ee876d04a05293985989893ecef811ae19d63e..f037adfdaf112b41299a42d3a673ce24f3b88893 100644 --- a/PrivilegedMovement.json +++ b/PrivilegedMovement.json @@ -42,37 +42,29 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, { "name": "Orthogonal Unit Differentiation", "file": "OrthogonalUnitDifferentiation" }, - { - "name": "Enemies", - "file": "Enemies" - }, { "name": "Obstacles", "file": "Obstacles" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Traces", + "file": "Traces" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Traces", - "file": "Traces" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { "name": "Game World Navigation", @@ -83,24 +75,32 @@ "file": "Movement" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Player Balance", + "file": "PlayerBalance" }, { "name": "Herd", "file": "Herd" + }, + { + "name": "Enemies", + "file": "Enemies" + }, + { + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "PrivilegedMovement", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PrivilegedMovement.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Producer-Consumer.json b/Producer-Consumer.json index b8b77836dfb15b51a96b5e7228ed6e0e64ff0977..7e30ef3bc06ba24573aa178abf8073a3215406f1 100644 --- a/Producer-Consumer.json +++ b/Producer-Consumer.json @@ -47,20 +47,8 @@ "file": "Converters" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Resource Management", - "file": "ResourceManagement" - }, - { - "name": "Units", - "file": "Units" - }, - { - "name": "Resources", - "file": "Resources" + "name": "Investments", + "file": "Investments" }, { "name": "Consumers", @@ -70,29 +58,41 @@ "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, + { + "name": "Predictable Consequences", + "file": "PredictableConsequences" + }, { "name": "Container", "file": "Container" }, + { + "name": "Producers", + "file": "Producers" + }, + { + "name": "Resource Management", + "file": "ResourceManagement" + }, { "name": "Varied Gameplay", "file": "VariedGameplay" }, { - "name": "Investments", - "file": "Investments" + "name": "Units", + "file": "Units" }, { - "name": "Producers", - "file": "Producers" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Producer-Consumer", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Producer-Consumer.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Producers.json b/Producers.json index e2da0f257fde2731ae332d5a1ec2a73a61569b54..cd6d77b5632fd58a023c818d9b735c71b3036582 100644 --- a/Producers.json +++ b/Producers.json @@ -58,88 +58,88 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Characters", - "file": "Characters" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { "name": "Construction", "file": "Construction" }, { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Resources", - "file": "Resources" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Characters", + "file": "Characters" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Extended Actions", + "file": "ExtendedActions" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Units", - "file": "Units" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Units", + "file": "Units" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Producers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Producers.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ProgressIndicators.json b/ProgressIndicators.json index 7d84beeef102fc9409a24e40fe838d9e74585019..8b894ddb0c1169b7b19d41613a4bbf72f8530258 100644 --- a/ProgressIndicators.json +++ b/ProgressIndicators.json @@ -3,7 +3,7 @@ "description": "The player is given information about his current progress towards a closure in addition to the configuration of game elements involved", "content": [ "The most explicit use of [[Progress Indicator]] is to have exact numerical values for indicating the current state and also the required value for reaching the goal. Some games do not require a definite value for reaching the goal, instead using relative numerical values to determine the winner or measuring the progression of the players related to other players.", - "[[Progress Indicators,]] which do not represent the progress in an exact manner are vague [[Progress Indicators]]. The difference between an exact and vague indicator is that the vague indicator is subject to different interpretations, while the exact indicator is an objective measurement of the progress." + "[[Progress Indicators]], which do not represent the progress in an exact manner are vague [[Progress Indicators]]. The difference between an exact and vague indicator is that the vague indicator is subject to different interpretations, while the exact indicator is an objective measurement of the progress." ], "using_the_pattern": [ "The first thing to consider is that which actions and goals of the game require [[Progress Indicators]]. The second is to figure out how to measure the progress towards the goal and how to indicate progress. The numerical values are usually the simplest way to achieve this, especially when progress can be measure easily as in [[Extended Actions]]. [[Score]] can also easily be measured but is in some cases, especially where one can lose points, better regarded as a [[Status Indicator]]. Even when the [[Progress Indicator]] does not allow for a player knowing the exact requirements for achieving a goal, it usually gives the player a more concrete way of comparing the actual outcome to the required outcome.", @@ -57,61 +57,57 @@ ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ - { - "name": "Score", - "file": "Score" - }, - { - "name": "Race", - "file": "Race" - }, { "name": "Memorizing", "file": "Memorizing" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { "name": "Alignment", "file": "Alignment" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Tension", + "file": "Tension" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Race", + "file": "Race" }, { - "name": "Tension", - "file": "Tension" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Connection", - "file": "Connection" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Combos", - "file": "Combos" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Time Limits", + "file": "TimeLimits" + }, + { + "name": "Combos", + "file": "Combos" }, { "name": "Quick Games", @@ -126,36 +122,40 @@ "file": "IllusionaryRewards" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" - }, - { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Movement", + "file": "Movement" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Connection", + "file": "Connection" }, { - "name": "Movement", - "file": "Movement" + "name": "Score", + "file": "Score" + }, + { + "name": "Traverse", + "file": "Traverse" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "ProgressIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ProgressIndicators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PublicInformation.json b/PublicInformation.json index c0796e758d88cd35fe4fd3db861e7138393242c2..9bb88484fc52b4ba1979d8ebf5efe434a4495e3f 100644 --- a/PublicInformation.json +++ b/PublicInformation.json @@ -55,96 +55,96 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" - }, - { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Spectators", - "file": "Spectators" - }, - { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { "name": "God Views", "file": "GodViews" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Spectators", + "file": "Spectators" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" + }, + { + "name": "First-Person Views", + "file": "First-PersonViews" + }, + { + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "PublicInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PublicInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/PuzzleSolving.json b/PuzzleSolving.json index 28119177f4c44422aff2c9533b4faf75c096dca0..828e68c4a0af3ceaf3565b99357edd5c8a23fa7e 100644 --- a/PuzzleSolving.json +++ b/PuzzleSolving.json @@ -59,116 +59,116 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Capture", + "file": "Capture" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Capture", - "file": "Capture" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Movement", + "file": "Movement" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { "name": "Traces", "file": "Traces" }, { - "name": "Evade", - "file": "Evade" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Movement", - "file": "Movement" + "name": "Evade", + "file": "Evade" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "PuzzleSolving", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "PuzzleSolving.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/QuickGames.json b/QuickGames.json index 0d7b8b640a109d2038b31894ff3b09e73351cd23..06b9a6a4e03120655500eb8de19e6451f75fae35 100644 --- a/QuickGames.json +++ b/QuickGames.json @@ -5,12 +5,12 @@ "The time it takes for the players to finish game instances of [[Quick Games]] is almost always very short, sometimes counted in seconds, even though the whole life time of the game instance might be long as is the case with play-by-mail Rock-Paper-Scissors." ], "using_the_pattern": [ - "Gambling, games with [[Betting,]] and other games with [[Extra-Game Consequences]] are designed in such way that the players complete in a single game instance with a single outcome and rapid changes of [[Tension]]. It is easy to base the uncertainty of the outcome on [[Randomness,]] and many games also use [[Illusion of Influence]] on the [[Randomness]] to increase the players' commitment to the game. Often the modulation of [[Tension]] is achieved by using [[Hovering Closures]] for the [[Delayed Effect]] of the one basic action. For example, slot machines do not display the outcome right away, but reveal the slots one by one after the player has started the slots.", + "Gambling, games with [[Betting]], and other games with [[Extra-Game Consequences]] are designed in such way that the players complete in a single game instance with a single outcome and rapid changes of [[Tension]]. It is easy to base the uncertainty of the outcome on [[Randomness]], and many games also use [[Illusion of Influence]] on the [[Randomness]] to increase the players' commitment to the game. Often the modulation of [[Tension]] is achieved by using [[Hovering Closures]] for the [[Delayed Effect]] of the one basic action. For example, slot machines do not display the outcome right away, but reveal the slots one by one after the player has started the slots.", "[[Quick Games]] have only one basic goal, which the player can reach by performing just few basic actions and using a [[Hierarchy of Goals]] is only possible at the [[Meta Game]] level. Often the outcome of a game instance is determined by single action: the player throws the dice, presses the button to stop the wheel at the correct place, or places bets on the Roulette table. [[Quick Games]] also often have [[Time Limits]] to the game instances that are indicated by [[Progress Indicators]]." ], "consequences": [ "[[Quick Games]] are often structured in [[Tournaments]] or in other forms of [[Meta Games]], unless a [[Quick Game]] is used to determine a single [[Extra-Game Consequence]], for example, using Rock-Paper-Scissors to determine who is going to pay for dinner. These [[Tournaments]] can be just a sequence of Single-Player games that are also [[Quick Games]] and where the final outcome of the [[Meta Game]] is determined by the outcomes of the game instances of the game. More complex [[Tournaments]] can consist of different, and even Multi-Player, [[Quick Games]] as is the case with, for example, WarioWare, Inc., in effect making the [[Meta Game]] level a [[Polyathlon]]. Single-Player variants of[[Quick Games]] can be organized into [[Tournaments]] to make them [[Multiplayer Games]] by allowing the players, for example, to do [[Turn Taking]] for playing the game instances.", - "[[Quick Games]] are usually so simple that in order to provide [[Varied Gameplay]] the games often use [[Randomness]] or tie the outcome to [[Extra-Game Consequences.]] Paradoxically some [[Quick Games]] support [[Experimenting]] as the players first have to figure out what the goals and the actions of the game are and then try out how to reach the goals. This is especially the case when the game has [[Delayed Effects]] with [[Progress Indicators]] and complex determination of the outcome." + "[[Quick Games]] are usually so simple that in order to provide [[Varied Gameplay]] the games often use [[Randomness]] or tie the outcome to [[Extra-Game Consequences]]. Paradoxically some [[Quick Games]] support [[Experimenting]] as the players first have to figure out what the goals and the actions of the game are and then try out how to reach the goals. This is especially the case when the game has [[Delayed Effects]] with [[Progress Indicators]] and complex determination of the outcome." ], "relations": { "Instantiates": [], @@ -43,73 +43,73 @@ ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ - { - "name": "Tension", - "file": "Tension" - }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Betting", - "file": "Betting" + "name": "Tension", + "file": "Tension" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Meta Games", + "file": "MetaGames" }, { "name": "Tournaments", "file": "Tournaments" }, - { - "name": "Time Limits", - "file": "TimeLimits" - }, { "name": "Randomness", "file": "Randomness" }, + { + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" + }, + { + "name": "Delayed Effects", + "file": "DelayedEffects" + }, { "name": "Hovering Closures", "file": "HoveringClosures" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Betting", + "file": "Betting" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { "name": "Polyathlons", "file": "Polyathlons" + }, + { + "name": "Experimenting", + "file": "Experimenting" } ], "pattern_id": "QuickGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "QuickGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Race.json b/Race.json index e52fbcdad2fff4d73672188b1096ba88e45e25de..7aea3475335d46301d99b7a8e631c57185de2c1f 100644 --- a/Race.json +++ b/Race.json @@ -62,24 +62,16 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Score", - "file": "Score" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Handicaps", + "file": "Handicaps" }, { "name": "Gain Competence", @@ -90,84 +82,92 @@ "file": "InterferableGoals" }, { - "name": "Ghosts", - "file": "Ghosts" - }, - { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Maneuvering", + "file": "Maneuvering" }, { "name": "Supporting Goals", "file": "SupportingGoals" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Competition", - "file": "Competition" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Shared Resources", - "file": "SharedResources" - }, - { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Movement", + "file": "Movement" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Status Indicators", "file": "StatusIndicators" }, { - "name": "Movement", - "file": "Movement" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Symmetric Goals", + "file": "SymmetricGoals" + }, + { + "name": "Competition", + "file": "Competition" + }, + { + "name": "Score", + "file": "Score" + }, + { + "name": "Tiebreakers", + "file": "Tiebreakers" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Race", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780308", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Race.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Randomness.json b/Randomness.json index b3a42d92660af92ae9f3c9b736b05a9999c2e9d4..5f582557dde09f53c80346ba86eb489fb6f7a910 100644 --- a/Randomness.json +++ b/Randomness.json @@ -72,152 +72,152 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Betting", - "file": "Betting" + "name": "Tension", + "file": "Tension" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Cards", + "file": "Cards" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Characters", - "file": "Characters" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Combat", + "file": "Combat" }, { - "name": "Dice", - "file": "Dice" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Damage", + "file": "Damage" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Dice", + "file": "Dice" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Tension", - "file": "Tension" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Cards", - "file": "Cards" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Drawing Stacks", - "file": "DrawingStacks" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Combat", - "file": "Combat" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Damage", - "file": "Damage" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Luck", - "file": "Luck" + "name": "Characters", + "file": "Characters" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Betting", + "file": "Betting" }, { - "name": "Skills", - "file": "Skills" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Skills", + "file": "Skills" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Luck", + "file": "Luck" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Drawing Stacks", + "file": "DrawingStacks" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" } ], "pattern_id": "Randomness", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Randomness.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Real-TimeGames.json b/Real-TimeGames.json index 6725fcf31aeffc503e221d4389075e3543befb72..a88bc9bdc138a3334ce1842bdb25a04e0965f55f 100644 --- a/Real-TimeGames.json +++ b/Real-TimeGames.json @@ -6,14 +6,14 @@ ], "using_the_pattern": [ "If the players are provided with [[Communication Channels]] for [[Social Interaction]] and the gameplay itself would benefit from communication between the players, it is important to consider the characteristics of the [[Communication Channels]] to appropriately map the pace of required [[Social Interaction]] to the pace of the game itself. For example, text chatting in fast team-oriented first-person shooters is not necessarily the preferred communication method for the players.", - "The available player actions must also fit the pace of the game itself. Simple [[Maneuvering]] combined with [[Aim & Shoot]] is a classical example of basic actions available in [[Real-Time Games]]. [[Maneuvering]] in a [[Game World]], even in simple two-dimensional [[Game Worlds]], enhances the feeling of [[Spatial Immersion]]. The most often used actions are, quite naturally, [[Rhythm-Based Actions]] and [[Dexterity-Based Actions]]. These cases of [[Timing]] require that the players match their actions, including [[No-Ops,]] to the game time, and [[Rhythm-Based Actions]] in particular can give rise to [[Sensory-Motoric Immersion]].[[Combat]] or [[Capture]] in [[Real-Time Games]] is also often based on correct [[Timing]] of different actions, although in real-time strategy games, the [[Combat]] between [[Units]] typically resembles the [[Combat]] in [[Turn-Based Games]] and [[Tick-Based Games]].", + "The available player actions must also fit the pace of the game itself. Simple [[Maneuvering]] combined with [[Aim & Shoot]] is a classical example of basic actions available in [[Real-Time Games]]. [[Maneuvering]] in a [[Game World]], even in simple two-dimensional [[Game Worlds]], enhances the feeling of [[Spatial Immersion]]. The most often used actions are, quite naturally, [[Rhythm-Based Actions]] and [[Dexterity-Based Actions]]. These cases of [[Timing]] require that the players match their actions, including [[No-Ops]], to the game time, and [[Rhythm-Based Actions]] in particular can give rise to [[Sensory-Motoric Immersion]].[[Combat]] or [[Capture]] in [[Real-Time Games]] is also often based on correct [[Timing]] of different actions, although in real-time strategy games, the [[Combat]] between [[Units]] typically resembles the [[Combat]] in [[Turn-Based Games]] and [[Tick-Based Games]].", "An interesting case of [[Budgeted Action Points]] can be created in [[Real-Time Games]], where the players can save up action points for performing future actions by doing [[No-Ops]]. This is more often used in [[Real-Time Games]], which require more complex actions and planning from the players and the players' strategies require proper [[Timing]] of the use of the action points.", "The progression of game time is often handled by a [[Dedicated Game Facilitator]], such as a computer program, unless the game is more or less physical in nature, such as when the game time maps one to one to real time. For example, Tag is a [[Self-Facilitated Game]] where the game time is the same as the real time and, obviously, does not require [[Dedicated Game Facilitators]] to progress the game time." ], "consequences": [ "[[Real-Time Games]] almost always require that the players keep constant attention on what is happening in the game during play. As humans have difficulties in keeping focus on several things needing attention at the same time, [[Disruption of Focused Attention]] can be used in [[Real-Time Games]] to modify the [[Right Level of Difficulty]] and to provide more [[Varied Gameplay]]. The UFO in Asteroids is a good example of this kind of gameplay modification, and many other games use rapid [[Attention Swapping]] as one of the basic challenges of the game.", "As the game time goes on regardless of the players' actions, this in most cases will lead to [[Limited Planning Ability]] for the players, of course, depending on the pace of the game time and the complexity of the actions required from the players. [[Real-Time Games]] naturally give rise to [[The Show Must Go On]], even in cases where the players can use [[Game Pauses]] or other methods of suspending game time, such as [[Save-Load Cycles]]. The game time is also of a different nature when the gameplay itself is paused during [[Cut Scenes]].", - "Games can have modes of play where the real-time modes are switched between the players by [[Turn Taking.]] For example, in Bowling, the players take turns, but the actual play is in real-time. During these real-time modes of play, there is obviously no [[Downtime]] for the players. [[Synchronous Games]] are well suited for [[Real-Time Games]], while it is also possible that parts of [[Asynchronous Games]] have characteristics of [[Real-Time Games]]." + "Games can have modes of play where the real-time modes are switched between the players by [[Turn Taking]]. For example, in Bowling, the players take turns, but the actual play is in real-time. During these real-time modes of play, there is obviously no [[Downtime]] for the players. [[Synchronous Games]] are well suited for [[Real-Time Games]], while it is also possible that parts of [[Asynchronous Games]] have characteristics of [[Real-Time Games]]." ], "relations": { "Instantiates": [ @@ -63,124 +63,124 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Timing", + "file": "Timing" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Combat", + "file": "Combat" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Capture", + "file": "Capture" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Capture", - "file": "Capture" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Combat", - "file": "Combat" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Timing", - "file": "Timing" + "name": "Aim & Shoot", + "file": "Aim&Shoot" + }, + { + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "Real-TimeGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Real-TimeGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ReconfigurableGameWorld.json b/ReconfigurableGameWorld.json index 2e644cd70fc41c18cc8885645a8ff730a9e8b647..31abdb667c80f59659ba7f7fe554c76488862a39 100644 --- a/ReconfigurableGameWorld.json +++ b/ReconfigurableGameWorld.json @@ -6,7 +6,7 @@ ], "using_the_pattern": [ "The first requirement is that the game have a [[Game World]] that can be configured. The next main design choice is whether the world will be reconfigurable between or within game instances, or in a combination of both. In some cases, the reconfigurations might be different for different players, for example, the more inexperienced players in strategy games can be given [[Handicaps]] by having units with better attack and defense powers than the opponents. The third design choice is if the reconfiguration is done by game rules or if the [[Game World]] is a [[Player Constructed World]].", - "Reconfiguration of the [[Game World]] itself is often done using [[Tiles]] to define the [[Game World]] and then letting the players perform [[Tile-Laying]] either during the setup phase of the game or during the gameplay itself. The [[Tile-Laying]] can also be accompanied with the use of player controlled [[Moveable Tiles.]] The use of a [[Reconfigurable Game World]] is usually combined with flexible game element setupto speed up the initial gameplay and to provide possibilities for skillful setups.", + "Reconfiguration of the [[Game World]] itself is often done using [[Tiles]] to define the [[Game World]] and then letting the players perform [[Tile-Laying]] either during the setup phase of the game or during the gameplay itself. The [[Tile-Laying]] can also be accompanied with the use of player controlled [[Moveable Tiles]]. The use of a [[Reconfigurable Game World]] is usually combined with flexible game element setupto speed up the initial gameplay and to provide possibilities for skillful setups.", "The changes in the laws of nature within the game may be universal or applied to only certain game elements, e. g., those under the control of the players or of a particular player. This can be used as a player-decided [[Balancing Effect]] to create [[Player Balance]] or [[Right Level of Difficulty]]. For example, changing the difficulty level in a flight simulator can change the flight characteristics of the planes drastically. Changing the relative strengths and weaknesses of different [[Units]] of the game, such as modifying attack and defense strengths in strategy games, is another common way to allow [[Reconfigurable Game Worlds]]." ], "consequences": [ @@ -43,52 +43,52 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Tiles", + "file": "Tiles" }, { "name": "Tile-Laying", "file": "Tile-Laying" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Replayability", + "file": "Replayability" }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Moveable Tiles", + "file": "MoveableTiles" } ], "pattern_id": "ReconfigurableGameWorld", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ReconfigurableGameWorld.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Reconnaissance.json b/Reconnaissance.json index 68a789a4863932dfa1bdb39ddefff4911aee7390..9dbfed2785467e6fad374283a288a567d9513153 100644 --- a/Reconnaissance.json +++ b/Reconnaissance.json @@ -51,80 +51,80 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Traces", + "file": "Traces" }, { - "name": "Guard", - "file": "Guard" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Guard", + "file": "Guard" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Renewable Resources", "file": "RenewableResources" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" - }, - { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Traces", - "file": "Traces" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Game State Overview", + "file": "GameStateOverview" }, { "name": "Stealth", "file": "Stealth" + }, + { + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "Reconnaissance", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780350", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Reconnaissance.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/RedHerrings.json b/RedHerrings.json index d93a2dfed1cb258222891f40a6eeb1b6731aab6f..6872a90a29d0490362d2e95ad847a6f84a94c8e7 100644 --- a/RedHerrings.json +++ b/RedHerrings.json @@ -51,80 +51,80 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Fog of War", - "file": "FogofWar" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Traces", + "file": "Traces" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Anticipation", - "file": "Anticipation" - }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Tension", + "file": "Tension" }, { - "name": "Traces", - "file": "Traces" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Clues", "file": "Clues" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Fog of War", + "file": "FogofWar" + }, + { + "name": "Conceal", + "file": "Conceal" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Surprises", + "file": "Surprises" } ], "pattern_id": "RedHerrings", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "RedHerrings.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/RedQueenDilemmas.json b/RedQueenDilemmas.json index 321a88b07dbb72527a781a187361b5791599d26d..168eec9a9258d39052e72e4ac186a648d21fb2cf 100644 --- a/RedQueenDilemmas.json +++ b/RedQueenDilemmas.json @@ -42,61 +42,61 @@ ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, - { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" - }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Resources", - "file": "Resources" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { "name": "Social Statuses", "file": "SocialStatuses" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "New Abilities", + "file": "NewAbilities" + }, + { + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Game Mastery", + "file": "GameMastery" + }, + { + "name": "Empowerment", + "file": "Empowerment" }, { "name": "Competition", "file": "Competition" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "RedQueenDilemmas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "RedQueenDilemmas.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/RenewableResources.json b/RenewableResources.json index aa90883345737e240ce0a242a71a5274ae09fe8e..1b7fc21941a9ca047f537d6a2c2a0eb44aad7c0d 100644 --- a/RenewableResources.json +++ b/RenewableResources.json @@ -64,120 +64,120 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Gain Ownership", - "file": "GainOwnership" - }, - { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Converters", + "file": "Converters" }, { - "name": "Characters", - "file": "Characters" + "name": "Damage", + "file": "Damage" }, { - "name": "Lives", - "file": "Lives" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Controllers", + "file": "Controllers" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Producers", + "file": "Producers" }, { - "name": "Resources", - "file": "Resources" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { - "name": "Producers", - "file": "Producers" + "name": "Characters", + "file": "Characters" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Lives", + "file": "Lives" }, { - "name": "Damage", - "file": "Damage" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { - "name": "Converters", - "file": "Converters" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Units", - "file": "Units" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Units", + "file": "Units" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "RenewableResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "RenewableResources.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Replayability.json b/Replayability.json index 2cb93a64cc123ad3fd397caaefb63e2e33cd4a43..af9e9ed331224170bee8fff0a26f505dc8f431f7 100644 --- a/Replayability.json +++ b/Replayability.json @@ -65,128 +65,128 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Tension", + "file": "Tension" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Score", - "file": "Score" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Tension", - "file": "Tension" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Optional Goals", + "file": "OptionalGoals" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Score", + "file": "Score" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "Replayability", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Replayability.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Rescue.json b/Rescue.json index a06200986b0a8c29cbabcc061fe28e22281c2232..8aaa64168058b1948070a7d3f926d4669b527c22 100644 --- a/Rescue.json +++ b/Rescue.json @@ -41,52 +41,52 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Guard", - "file": "Guard" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Obstacles", - "file": "Obstacles" - }, - { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Safe Havens", "file": "SafeHavens" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Guard", + "file": "Guard" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Preventing Goals", + "file": "PreventingGoals" + }, + { + "name": "Conflict", + "file": "Conflict" }, { "name": "Stealth", @@ -96,9 +96,9 @@ "pattern_id": "Rescue", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780283", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Rescue.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ResourceGenerators.json b/ResourceGenerators.json index 609c6d98d6017f890a5e96a63ae3f9ece45af526..190daffb76af059beaf49a702457762503551001 100644 --- a/ResourceGenerators.json +++ b/ResourceGenerators.json @@ -10,7 +10,7 @@ "A [[Converter]] is an example of [[Resource Generators]] that need other resources to produce their resource and which can be used to set up complex chains of refinement. A [[Mule]] is a special form of [[Converter]] set up by the player by dedicating a character to perform monotonous actions." ], "consequences": [ - "[[Resource Generators]] are ways to provide [[Renewable Resources]] in [[Game Worlds]]. [[Resource Generators]] can become [[Strategic Locations]] in [[Levels]] depending on the importance of the resource being generated. They are typically the objectives for [[Gain Ownership]], [[Exploration,]] or [[Eliminate]] goals. [[Resource Generators]] are variants of [[Controllers]] when they are physical game elements. If they are not physical game elements, or [[Outstanding Features]] in the game environment, knowledge of their location can become more valuable [[Strategic Knowledge]] than other [[Strategic Locations]], and the production generated from them create [[Surprises]] to the players.", + "[[Resource Generators]] are ways to provide [[Renewable Resources]] in [[Game Worlds]]. [[Resource Generators]] can become [[Strategic Locations]] in [[Levels]] depending on the importance of the resource being generated. They are typically the objectives for [[Gain Ownership]], [[Exploration]], or [[Eliminate]] goals. [[Resource Generators]] are variants of [[Controllers]] when they are physical game elements. If they are not physical game elements, or [[Outstanding Features]] in the game environment, knowledge of their location can become more valuable [[Strategic Knowledge]] than other [[Strategic Locations]], and the production generated from them create [[Surprises]] to the players.", "The production from a [[Resource Generator]] typically spawns [[Ephemeral Goals]] as soon as they appear or make a goal have a [[Dynamic Goal Characteristics]]. [[Trading]] is a natural option for actions in games where different players are access to different [[Resource Generators]]." ], "relations": { @@ -48,80 +48,80 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Mule", - "file": "Mule" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Controllers", + "file": "Controllers" }, { "name": "Eliminate", "file": "Eliminate" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Trading", + "file": "Trading" }, { - "name": "Levels", - "file": "Levels" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Resources", - "file": "Resources" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Trading", - "file": "Trading" + "name": "Levels", + "file": "Levels" }, { "name": "Spawn Points", "file": "SpawnPoints" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Mule", + "file": "Mule" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Resources", + "file": "Resources" + }, + { + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "ResourceGenerators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ResourceGenerators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ResourceLocations.json b/ResourceLocations.json index 261572c096625f913e9b8b5d89b095183aff5938..89dd6c3a5d23e6bf2fd782c5fa4f01ba802bf90d 100644 --- a/ResourceLocations.json +++ b/ResourceLocations.json @@ -38,45 +38,45 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" - }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Traces", + "file": "Traces" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" + }, + { + "name": "Strategic Locations", + "file": "StrategicLocations" }, { "name": "Pick-Ups", "file": "Pick-Ups" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Traces", - "file": "Traces" + "name": "Controllers", + "file": "Controllers" + }, + { + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "ResourceLocations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ResourceLocations.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ResourceManagement.json b/ResourceManagement.json index a773a7a27edf28f31a332d980ab91511c33bf000..72a5b8b3fbef748443d300927f586a7f01298a0d 100644 --- a/ResourceManagement.json +++ b/ResourceManagement.json @@ -60,116 +60,116 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Team Development", - "file": "TeamDevelopment" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Converters", + "file": "Converters" }, { - "name": "Betting", - "file": "Betting" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Combat", + "file": "Combat" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Container", - "file": "Container" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" + }, + { + "name": "Producers", + "file": "Producers" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Producers", - "file": "Producers" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Investments", + "file": "Investments" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Combat", - "file": "Combat" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Investments", - "file": "Investments" + "name": "Betting", + "file": "Betting" }, { - "name": "Converters", - "file": "Converters" + "name": "Container", + "file": "Container" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Units", - "file": "Units" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Units", + "file": "Units" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "ResourceManagement", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ResourceManagement.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Resources.json b/Resources.json index 5a8b63350c5c122e565233157ed13b55089eabcc..9278ade3120de924f89d4a5da1a1794973ee6d66 100644 --- a/Resources.json +++ b/Resources.json @@ -91,180 +91,176 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Characters", - "file": "Characters" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Lives", - "file": "Lives" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Score", - "file": "Score" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Clues", + "file": "Clues" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Damage", + "file": "Damage" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Game World", + "file": "GameWorld" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Container", - "file": "Container" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Construction", + "file": "Construction" + }, + { + "name": "Area Control", + "file": "AreaControl" }, { "name": "Supporting Goals", "file": "SupportingGoals" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { "name": "Producers", "file": "Producers" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Damage", - "file": "Damage" + "name": "Investments", + "file": "Investments" + }, + { + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" + }, + { + "name": "Transfer of Control", + "file": "TransferofControl" + }, + { + "name": "Characters", + "file": "Characters" }, { "name": "Collecting", "file": "Collecting" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Trading", "file": "Trading" }, { - "name": "Investments", - "file": "Investments" - }, - { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Clues", - "file": "Clues" + "name": "Container", + "file": "Container" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Betting", + "file": "Betting" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Lives", + "file": "Lives" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Shared Resources", - "file": "SharedResources" - }, - { - "name": "Units", - "file": "Units" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Closed Economies", @@ -275,36 +271,40 @@ "file": "DiminishingReturns" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Score", + "file": "Score" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Construction", - "file": "Construction" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Units", + "file": "Units" } ], "pattern_id": "Resources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Resources.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Reversability.json b/Reversability.json index 7550c97e76eb21aa9a43621d0e76d712214f24a6..a18f36171d6775691bb3f2bd5371c19b4e11ec57 100644 --- a/Reversability.json +++ b/Reversability.json @@ -52,16 +52,16 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Role Reversal", + "file": "RoleReversal" }, { "name": "Single-Player Games", @@ -72,48 +72,48 @@ "file": "ClosedEconomies" }, { - "name": "Buttons", - "file": "Buttons" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Tension", + "file": "Tension" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Handicaps", + "file": "Handicaps" + }, + { + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Replayability", + "file": "Replayability" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Handicaps", - "file": "Handicaps" - }, - { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" - }, - { - "name": "Tension", - "file": "Tension" + "name": "Buttons", + "file": "Buttons" }, { "name": "Persistent Game Worlds", "file": "PersistentGameWorlds" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Puzzle Solving", + "file": "PuzzleSolving" + }, + { + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { "name": "Experimenting", @@ -123,9 +123,9 @@ "pattern_id": "Reversability", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Reversability.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Rewards.json b/Rewards.json index 32393076f6d0a9516d394d5bec74b97453ca37e2..7e74b2b05ff5046530d573ae2e629795e8af3f51 100644 --- a/Rewards.json +++ b/Rewards.json @@ -9,15 +9,15 @@ "[[Mutual Goals]] allow for a number of additional design opportunities for [[Rewards]], as these goals support [[Individual Rewards]], [[Shared Rewards]], and [[Player-Decided Distribution of Rewards & Penalties]]. The first option can promote [[Conflict]] or lessen predictabilitydepending on whether the choice of who receives the [[Reward]] is based upon who completes the goal or [[Randomness]]. The second option supports [[Team Play]] and can support [[Investment]] if the proportion of the [[Reward]] depends upon some quantifiable measure of effort to reach the goal. Examples of different design approaches for how [[Investments]] should affect [[Rewards]] are [[Geometric Rewards for Investments]], [[Arithmetic Rewards for Investments]], and [[Diminishing Returns]]. [[Player-Decided Distribution of Rewards & Penalties]] can require [[Negotiation]] and have [[Balancing Effects]], since the player controlling the distribution can make choices depending on the current situation in the game at the time when the [[Reward]] is distributed. In all cases, the motivation for trying to get [[Rewards]] candepend upon how much [[Identification]] players have with what is trying to get the [[Reward]] in the game.", "[[Rewards]] are an easy way to create [[Tension]] and [[Competition]] between players. A typical example of this is the [[Competition]] in [[Bidding]] and [[Trading]] where the possible [[Rewards]] direct much of the struggle or the [[Tension]] in games where [[Player Killing]] is possible and can be seen as a [[Reward]] for the players doing the action. More abstract, collections of [[Rewards]] can be designed to put players in positions where they have [[Red Queen Dilemmas]] and must strive to improve simply to maintain their relative position compared to other players. [[Rewards]] can also be designed so that they give rise to [[Social Dilemmas]], for example when [[Betrayal]] is possible.", "[[Rewards]] can be divided into rewards that affect gameplay and those that are [[Extra-Game Consequences]], typically winning the game or winning a bet based on the game. Common in-game rewards are [[Improved Abilities]] and [[New Abilities]], the latter of which have greater value if they also are [[Privileged Abilities]] such as gaining access to new [[Combos]]. By tying these effects to [[Characters]], for example through [[Skills]], the [[Rewards]] can become permanent and create [[Character Development]], which can drive [[Narrative Structures]]. By tying them to [[Tools]], players can instead have [[Ownership]] but may risk losing the [[Rewards]]. Examples of [[Extra-Game Consequences]] are [[Illusionary Rewards]] andsocial rewards. These are the usual results of [[Player Defined Goals]], but [[Illusionary Rewards]] can be designed as formal results of completing goals to provide [[Extra-Game Information]]. Both [[Extra-Game Consequences]] and in-game [[Rewards]] can give [[Social Status]], although in the second case it is usually tied to [[Privileged Abilities]].", - "[[Rewards]] may allow players to decide the exact configuration of the [[Reward]] to support [[Freedom of Choice.]] How this affects gameplay depends primarily on when players can affect the configuration: before starting the goal, during the completion of the goal, or after the goal is completed.", + "[[Rewards]] may allow players to decide the exact configuration of the [[Reward]] to support [[Freedom of Choice]]. How this affects gameplay depends primarily on when players can affect the configuration: before starting the goal, during the completion of the goal, or after the goal is completed.", "The possibility of configuring [[Rewards]] tied to goals before trying to complete the goals is only meaningful if these goals are [[Committed Goals]]. The commitments may be as simple as not being able to change the configuration later or may be tied to [[Penalties]], but the commitments do represent [[Risk/Reward]] choices as players cannot change them later. This causes [[Stimulated Planning]] but requires that players have a [[Game State Overview]] and that the game supports predictability. Otherwise, the commitment is simply one to [[Luck]], as would be the case with [[Betting]] (in contrast to the fixed ante) in Poker before looking at any cards.", "Being able to affect [[Rewards]] while trying to reach them is usually done through [[Investments]], where the [[Investment]] represents the commitment and well as part of the [[Penalty]] if it is lost if the goal is failed. [[Betting]] is a typical example of such an [[Investment]] where the [[Reward]] is in direct proportion to the [[Investment]]. The function between the [[Investments]] and the [[Rewards]] can be used to modulate player interest in [[Investment]]:[[Geometric Rewards for Investments]] encourage specialization, increases the [[Risk/Reward]] of the [[Investment]], and may disrupt [[Player Balance]]; [[Arithmetic Rewards for Investments]] have the most [[Predictable Consequences]] but may negatively affect [[Perceived Chance to Succeed]]; while [[Diminishing Returns]] encourage diversification between different goals if possible and may have [[Balancing Effects]].", "[[Freedom of Choice]] to personalized [[Rewards]] affecting [[Character]] is common in roleplaying games and supports [[Planned Character Development]]. In games with [[Conflict]], choosing what [[Resource]] to replenish or what [[New Ability]] to receive can have [[Balancing Effects]]. Giving [[Penalties]] to other players is another form of player controlled [[Reward]] that can be used in games with [[Conflict]].", - "Another way of making it possible to affect how [[Rewards]] are distributed after a goal has been achieved is to embed the [[Reward]] in a game element. For example, gaining [[Area Control]] may give [[Resources]] or [[New Abilities]] but it is impossible or at least difficult to steal the actual area. If instead the [[Rewards]] are given through [[Resources]], [[Pick-Ups]], or [[Tools]], these resources may be moved, given away, or be stolen by [[Enemies]]. However in both cases, change of [[Ownership]] can change which player has the [[Rewards.]]" + "Another way of making it possible to affect how [[Rewards]] are distributed after a goal has been achieved is to embed the [[Reward]] in a game element. For example, gaining [[Area Control]] may give [[Resources]] or [[New Abilities]] but it is impossible or at least difficult to steal the actual area. If instead the [[Rewards]] are given through [[Resources]], [[Pick-Ups]], or [[Tools]], these resources may be moved, given away, or be stolen by [[Enemies]]. However in both cases, change of [[Ownership]] can change which player has the [[Rewards]]." ], "consequences": [ "The presence of [[Rewards]] in games makes goals desirable, and the value of the [[Rewards]] raises the [[Anticipation]] and [[Tension]] for players trying to complete the goals and usually provide short moments of [[Emotional Immersion]] when they are received. Knowing the long-term value, rather than the immediate value, of [[Rewards]] is [[Strategic Knowledge]] for a game and is often required for [[Game Mastery]]. [[Rewards]] advance gameplay by offering new goals or making existing goals easier to complete, for example, by giving players [[Improved Abilities]] or [[New Abilities]]. For this reason, they often introduce new concepts to the game, requiring the expansion of the [[Alternative Reality]] to maintain the [[Consistent Reality Logic]]. [[Rewards]] that allow players to choose the exact effects on the game state from a couple of opinions promote [[Freedom of Choice]]. When these choices affect players' [[Characters]], this allows for [[Planned Character Development]].", - "What type of goals the [[Rewards]] are linked to affects the value of the [[Reward]]. The [[Rewards]] of [[Player Defined Goals]] are, unless the game allows formalization of such goals, social rewardsor [[Illusionary Rewards]], without impact on the game state. [[Rewards]] for [[Unknown Goals]] are [[Surprises]] but once received, the knowledge of the existence of such goals and their rewards is [[Strategic Knowledge.]] Goals and actions linked [[Player-Decided Distribution of Rewards & Penalties]] create [[Risk/Reward]] situations as effort put into reaching the goal may not be rewarded but may also create [[Balancing Effects]].", + "What type of goals the [[Rewards]] are linked to affects the value of the [[Reward]]. The [[Rewards]] of [[Player Defined Goals]] are, unless the game allows formalization of such goals, social rewardsor [[Illusionary Rewards]], without impact on the game state. [[Rewards]] for [[Unknown Goals]] are [[Surprises]] but once received, the knowledge of the existence of such goals and their rewards is [[Strategic Knowledge]]. Goals and actions linked [[Player-Decided Distribution of Rewards & Penalties]] create [[Risk/Reward]] situations as effort put into reaching the goal may not be rewarded but may also create [[Balancing Effects]].", "A [[Penalty]] can modulate a [[Reward]] and vice versato affect the overall value and [[Risk/Reward]] of a goal. This can make a goal less attractive by combining the [[Reward]] for completing the goal with a [[Penalty]] affecting another aspect of the game state. Likewise, the [[Penalty]] for failing to fulfill a goal can be partly mitigated by having an effect similar to a [[Reward]]. [[Continuous Goals]] provide a special relationship between [[Penalties]] and [[Rewards]]: the [[Penalties]] occur as soon the requirement for the goal fails, while [[Rewards]] either do not exist or are only given after the requirement has been kept until a certain amount of time has passed or another event in the game has occurred.", "The actions of receiving [[Rewards]] can be seen as a form of [[Collecting]], especially when the [[Rewards]] are from goals that are part of Hierarchies of Goals. This can be strengthened by using [[Outcome Indicators]] that show statistics of the currently collected [[Rewards]]." ], @@ -96,220 +96,220 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Tension", + "file": "Tension" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Betting", - "file": "Betting" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Characters", - "file": "Characters" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Resources", - "file": "Resources" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Combos", + "file": "Combos" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Bidding", + "file": "Bidding" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Tension", - "file": "Tension" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Identification", - "file": "Identification" + "name": "Investments", + "file": "Investments" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Trading", - "file": "Trading" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Identification", + "file": "Identification" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Characters", + "file": "Characters" }, { - "name": "Combos", - "file": "Combos" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Competition", - "file": "Competition" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Investments", - "file": "Investments" + "name": "Trading", + "file": "Trading" }, { - "name": "Tools", - "file": "Tools" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Skills", - "file": "Skills" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Betting", + "file": "Betting" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Tools", + "file": "Tools" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Skills", + "file": "Skills" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Diminishing Returns", "file": "DiminishingReturns" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Competition", + "file": "Competition" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Rewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Rewards.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Rhythm-BasedActions.json b/Rhythm-BasedActions.json index b9ccca0fca3af6e72a0ccfa2c69b4fc918446fc8..5b7d289c6e43c45276a938e0c8ef2393bb70193a 100644 --- a/Rhythm-BasedActions.json +++ b/Rhythm-BasedActions.json @@ -47,80 +47,80 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" - }, - { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Timing", + "file": "Timing" }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Combos", - "file": "Combos" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Timing", - "file": "Timing" + "name": "Combos", + "file": "Combos" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Moveable Tiles", + "file": "MoveableTiles" + }, + { + "name": "Configuration", + "file": "Configuration" } ], "pattern_id": "Rhythm-BasedActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Rhythm-BasedActions.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/RightLevelofComplexity.json b/RightLevelofComplexity.json index 907eb4a88ad2a42671a1b683e2c87124a3ce67a1..841efc1fd0c64fcc4432222a8d28ae5063a57d70 100644 --- a/RightLevelofComplexity.json +++ b/RightLevelofComplexity.json @@ -62,128 +62,128 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Converters", + "file": "Converters" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" + }, + { + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Combos", + "file": "Combos" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Combos", - "file": "Combos" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Converters", - "file": "Converters" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Resource Management", + "file": "ResourceManagement" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "RightLevelofComplexity", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "RightLevelofComplexity.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/RightLevelofDifficulty.json b/RightLevelofDifficulty.json index 1b0b2f645d0642581f882fb35cf3735973b1cc66..6e25734a22dc996dd898ec92471f5ed6a4697dcc 100644 --- a/RightLevelofDifficulty.json +++ b/RightLevelofDifficulty.json @@ -78,176 +78,176 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Tension", + "file": "Tension" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Clues", + "file": "Clues" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Levels", + "file": "Levels" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Tension", - "file": "Tension" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Levels", - "file": "Levels" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Skills", - "file": "Skills" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Clues", - "file": "Clues" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Enemies", + "file": "Enemies" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Skills", + "file": "Skills" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Traces", + "file": "Traces" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Traces", - "file": "Traces" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "RightLevelofDifficulty", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "RightLevelofDifficulty.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/RiskReward.json b/RiskReward.json index 6049a3889d8f25b70af42b720f9f053a53babbb3..5bc0a5cef4a72b1b00ddffb9d685e311fdc651d7 100644 --- a/RiskReward.json +++ b/RiskReward.json @@ -84,208 +84,208 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Tension", + "file": "Tension" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Betting", - "file": "Betting" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Combat", + "file": "Combat" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Damage", + "file": "Damage" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Player Killing", + "file": "PlayerKilling" }, { "name": "Stealth", "file": "Stealth" }, { - "name": "Mule", - "file": "Mule" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Tension", - "file": "Tension" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Investments", + "file": "Investments" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Combat", - "file": "Combat" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Damage", - "file": "Damage" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Mule", + "file": "Mule" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Luck", - "file": "Luck" - }, - { - "name": "Investments", - "file": "Investments" - }, - { - "name": "Skills", - "file": "Skills" + "name": "Betting", + "file": "Betting" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Guard", - "file": "Guard" + "name": "Skills", + "file": "Skills" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Luck", + "file": "Luck" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Rewards", + "file": "Rewards" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Guard", + "file": "Guard" + }, + { + "name": "Chargers", + "file": "Chargers" }, { "name": "Bluffing", "file": "Bluffing" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Social Dilemmas", + "file": "SocialDilemmas" + }, + { + "name": "Resource Management", + "file": "ResourceManagement" + }, + { + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "RiskReward", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "RiskReward.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/RoleReversal.json b/RoleReversal.json index cb4faa3e49533d6fd1536258802020e735d5d8ae..1930b1fcc376b8a7424567fb62957c88b1a8f59d 100644 --- a/RoleReversal.json +++ b/RoleReversal.json @@ -51,84 +51,84 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { "name": "Reversability", "file": "Reversability" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, { - "name": "Penalties", - "file": "Penalties" - }, - { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "Betrayal", - "file": "Betrayal" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Conflict", - "file": "Conflict" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Betrayal", + "file": "Betrayal" }, { "name": "Empowerment", "file": "Empowerment" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Ability Losses", + "file": "AbilityLosses" }, { "name": "Score", "file": "Score" }, + { + "name": "Player Balance", + "file": "PlayerBalance" + }, + { + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Conflict", + "file": "Conflict" + }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" } ], "pattern_id": "RoleReversal", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "RoleReversal.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Roleplaying.json b/Roleplaying.json index ab27e205f63e8dbd423480bb0302bc208fcd7732..f3c7db93abce28c60c2a5146794e48b32421309a 100644 --- a/Roleplaying.json +++ b/Roleplaying.json @@ -52,73 +52,73 @@ "name": "Emotional Immersion", "file": "EmotionalImmersion" }, - { - "name": "Creative Control", - "file": "CreativeControl" - }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Team Development", - "file": "TeamDevelopment" - }, - { - "name": "Game World", - "file": "GameWorld" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Team Development", + "file": "TeamDevelopment" }, { "name": "Identification", "file": "Identification" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Characters", + "file": "Characters" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Characters", - "file": "Characters" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Game World", + "file": "GameWorld" }, { "name": "Persistent Game Worlds", "file": "PersistentGameWorlds" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Character Development", + "file": "CharacterDevelopment" + }, + { + "name": "Social Interaction", + "file": "SocialInteraction" } ], "pattern_id": "Roleplaying", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Roleplaying.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SafeHavens.json b/SafeHavens.json index 452882a2e71d79dba096d81561cb799a84cb1062..04be6fa05ee7068517216508c08aa7c2dfc58f19 100644 --- a/SafeHavens.json +++ b/SafeHavens.json @@ -47,69 +47,69 @@ "name": "Save Points", "file": "SavePoints" }, - { - "name": "Rescue", - "file": "Rescue" - }, - { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, { "name": "Negotiation", "file": "Negotiation" }, - { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" - }, { "name": "Inaccessible Areas", "file": "InaccessibleAreas" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Deadly Traps", + "file": "DeadlyTraps" + }, + { + "name": "Goal Points", + "file": "GoalPoints" }, { "name": "Time Limits", "file": "TimeLimits" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Spawn Points", + "file": "SpawnPoints" + }, + { + "name": "Rescue", + "file": "Rescue" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { "name": "Stealth", "file": "Stealth" + }, + { + "name": "Stimulated Planning", + "file": "StimulatedPlanning" + }, + { + "name": "Experimenting", + "file": "Experimenting" } ], "pattern_id": "SafeHavens", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SafeHavens.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Save-LoadCycles.json b/Save-LoadCycles.json index dac6c82ad1c466d51da7f45a33705a0a18c2daae..338e36a3299b7c01065f94fea7934a5fcd031116 100644 --- a/Save-LoadCycles.json +++ b/Save-LoadCycles.json @@ -10,7 +10,7 @@ ], "consequences": [ "[[Save-Load Cycles]] are [[Extra-Game Actions]] that allow players to save and load entire game states, typically made possible by [[Dedicated Game Facilitators]]. The possibility of [[Save-Load Cycles]] in a game means that play sessions do not have to be part of the complete game session as parts of the gameplay can be abandoned to return to previous game states. This gives players the possibility of [[Replayability]] within a game instance, although the players can use [[Trans-Game Information]] from previous play sessions. Being able to learn from experience and try to practice this new knowledge can provide players with a [[Smooth Learning Curves]] and form a sort of [[Near Miss Indicator]] since players can compare how well they have succeeded when playing from a saved point several times.", - "Since [[Save-Load Cycles]] make [[Irreversible Actions]] impossible in the perspective of the overall game session, players are free to do [[Experimenting.]] Further, [[Save-Load Cycles]] make [[Penalties]] and [[Ability Losses]] have less influence on the overall game session as in other cases of [[Reversability]]. The act of loading a game state creates a form of [[Spawning]] action for players, and since they can know the game state from earlier experiences, they have the opportunity of [[Stimulated Planning]].", + "Since [[Save-Load Cycles]] make [[Irreversible Actions]] impossible in the perspective of the overall game session, players are free to do [[Experimenting]]. Further, [[Save-Load Cycles]] make [[Penalties]] and [[Ability Losses]] have less influence on the overall game session as in other cases of [[Reversability]]. The act of loading a game state creates a form of [[Spawning]] action for players, and since they can know the game state from earlier experiences, they have the opportunity of [[Stimulated Planning]].", "Although [[Save-Load Cycles]] provide the possibility of [[Replayability]], they do not necessarily make replay meaningful. [[Puzzle Solving]] especiallybecomes pointless to do repeatedly, unless the puzzle can be solve in many different ways that can be quantifiably measured against each other.", "[[Save-Load Cycles]] cause [[Downtime]] and [[Game Pauses]] from actual gameplay in [[Real-Time Games]], since the actions to perform savingand loading take time away from actions in the game.", "Although not intentionally constructed so, [[Save-Load Cycles]] may give players [[Direct Information]] to the game state by analyzing the files in which the saved game state is stored." @@ -60,120 +60,120 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Save Points", - "file": "SavePoints" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Tension", + "file": "Tension" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Score", - "file": "Score" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Tension", - "file": "Tension" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Surprises", + "file": "Surprises" }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Reversability", - "file": "Reversability" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Score", + "file": "Score" + }, + { + "name": "Ability Losses", + "file": "AbilityLosses" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "Save-LoadCycles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Save-LoadCycles.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SavePoints.json b/SavePoints.json index 70f22cd3ceda23821b436107f25f93b3949c6fcc..1108b687db3a50959906c7f4f92143646378be8b 100644 --- a/SavePoints.json +++ b/SavePoints.json @@ -36,44 +36,44 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Levels", - "file": "Levels" + "name": "Closure Points", + "file": "ClosurePoints" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Collection", - "file": "Collection" + "name": "Levels", + "file": "Levels" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Score", + "file": "Score" }, { "name": "Safe Havens", "file": "SafeHavens" }, { - "name": "Score", - "file": "Score" + "name": "Collection", + "file": "Collection" }, { "name": "Traverse", "file": "Traverse" + }, + { + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" } ], "pattern_id": "SavePoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SavePoints.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Score.json b/Score.json index 2cdec8103ebb4588b4c0d8a975d7c11a51a4283f..292c12eb62ee7d23f09832d0cbc9762777697858 100644 --- a/Score.json +++ b/Score.json @@ -63,124 +63,124 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Save Points", - "file": "SavePoints" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Race", + "file": "Race" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Race", - "file": "Race" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Resources", - "file": "Resources" + "name": "Investments", + "file": "Investments" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Balancing Effects", + "file": "BalancingEffects" + }, + { + "name": "Tied Results", + "file": "TiedResults" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Investments", - "file": "Investments" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Status Indicators", + "file": "StatusIndicators" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" - }, - { - "name": "Tournaments", - "file": "Tournaments" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Score", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Score.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SecretAlliances.json b/SecretAlliances.json index ba1f407ed0982ff65ded0477bfc8416166e9c27d..0d21740cc5da99a32e7ee8a4ab1778d4eeb0b144 100644 --- a/SecretAlliances.json +++ b/SecretAlliances.json @@ -36,44 +36,44 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" + }, + { + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { "name": "Mutual Goals", "file": "MutualGoals" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Indirect Information", + "file": "IndirectInformation" }, { "name": "Player-Decided Distribution of Rewards & Penalties", "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { "name": "Social Interaction", "file": "SocialInteraction" - }, - { - "name": "Indirect Information", - "file": "IndirectInformation" } ], "pattern_id": "SecretAlliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SecretAlliances.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SecretResources.json b/SecretResources.json index 2a02d216cbbc06c52ca09ac7d4f577eed7afad80..5f6b84b3e3ee9e3d71efb825e7c18596dc84b116 100644 --- a/SecretResources.json +++ b/SecretResources.json @@ -39,52 +39,52 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { "name": "Card Hands", "file": "CardHands" }, { - "name": "Resources", - "file": "Resources" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Game World", + "file": "GameWorld" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Resources", + "file": "Resources" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "SecretResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SecretResources.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SelectableSetsofGoals.json b/SelectableSetsofGoals.json index e2231c3d40f135e7d887978188179bccc0c34ef4..9efae909d6aeb48d5c1be6c6b50303daaabeaaa6 100644 --- a/SelectableSetsofGoals.json +++ b/SelectableSetsofGoals.json @@ -8,7 +8,7 @@ "If the player is forced to choose one or several [[Predefined Goals]] from the set, these goals can be seen as [[Investments]] or as the use of [[Risk/Reward]] patterns depending on the varying [[Rewards]] and [[Penalties]] associated with the goals. An example of this is when the game allows [[Area Control]] over several different areas if players complete [[Traverse]] goals to these areas. Knowledge of which goals have been chosen can be [[Strategic Knowledge]] for other players while giving the possibility of not revealing these options and choices allows for players to have secret tactics. Selectable Set of Goals provide [[Varied Gameplay]] if the different goals are sufficiently different, for example, by requiring different skill sets.", "Using Selectable Set of Goals without [[Dynamic Goal Characteristics]] means that the player has to select the goals at the start of the game and then stick to them. Most games, however, use this pattern with [[Dynamic Goal Characteristics]] in such way that the player can modify the set, if need be, during the gameplay. The goals that can be chosen do not all have to exist at the start of the game; some may be [[Ephemeral Goals]]. The player is, especially in adventure games, seldom given an explicit choice of the available goals but rather has the goals of getting more information about the availability of the others goals.", "If the goals within the Selectable Set of Goals are unknown but the player somehow knows there are several different solutions, the game can promote [[Replayability]], as the player is encouraged to try to find the different goals.", - "One way to force players to select one or just a few of the possible goals in a Selectable Set of Goals is to define the goals as different [[Configurations,]] which still require the use of the same game elements." + "One way to force players to select one or just a few of the possible goals in a Selectable Set of Goals is to define the goals as different [[Configurations]], which still require the use of the same game elements." ], "consequences": [ "Having a Selectable Set of Goals offers players a wide range of activities and thereby makes [[Varied Gameplay]] possible. The possibility of players to choose goals according to their abilities and [[Resources]] can be a [[Balancing Effect]] and can make them plan and work towards certain states before selecting goals.", @@ -55,84 +55,84 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Replayability", + "file": "Replayability" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" + }, + { + "name": "Optional Goals", + "file": "OptionalGoals" }, { "name": "Incompatible Goals", "file": "IncompatibleGoals" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Traverse", + "file": "Traverse" }, { "name": "Unknown Goals", "file": "UnknownGoals" - }, - { - "name": "Replayability", - "file": "Replayability" } ], "pattern_id": "SelectableSetsofGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SelectableSetsofGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Self-FacilitatedGames.json b/Self-FacilitatedGames.json index 2047095ff8e07c6227e848f2f379f20067c87eea..5ac5cd215bcaf3278d38255e381964d1273d2630 100644 --- a/Self-FacilitatedGames.json +++ b/Self-FacilitatedGames.json @@ -59,116 +59,116 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Betting", - "file": "Betting" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Investments", "file": "Investments" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Betting", + "file": "Betting" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Empowerment", + "file": "Empowerment" } ], "pattern_id": "Self-FacilitatedGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Self-FacilitatedGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Sensory-MotoricImmersion.json b/Sensory-MotoricImmersion.json index 8d30df2165f64d0907a4afe104bb22584b7e6b88..4a04d5ad2a287ff51031288109d73decea9cdb78 100644 --- a/Sensory-MotoricImmersion.json +++ b/Sensory-MotoricImmersion.json @@ -38,21 +38,17 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" @@ -62,24 +58,28 @@ "file": "Rhythm-BasedActions" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Varied Gameplay", + "file": "VariedGameplay" } ], "pattern_id": "Sensory-MotoricImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Sensory-MotoricImmersion.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SharedPenalties.json b/SharedPenalties.json index 6d9aaf41cb22d3b265f5ab73dcae15692fda3209..5d1ddf4b8204a50519b6b2b6c5c5f71d7b5f86ab 100644 --- a/SharedPenalties.json +++ b/SharedPenalties.json @@ -52,48 +52,48 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Team Elimination", + "file": "TeamElimination" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { "name": "Collaborative Actions", "file": "CollaborativeActions" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { "name": "Social Dilemmas", @@ -104,20 +104,20 @@ "file": "Penalties" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "SharedPenalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SharedPenalties.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SharedResources.json b/SharedResources.json index 9b587ce82447fc6faaaa6746ce686ef941e1c063..4603fb66ea45af9b5ffb54ce23f45aa70cc320a9 100644 --- a/SharedResources.json +++ b/SharedResources.json @@ -51,12 +51,8 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Tension", + "file": "Tension" }, { "name": "Team Play", @@ -67,76 +63,80 @@ "file": "Race" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" - }, - { - "name": "Penalties", - "file": "Penalties" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Resources", - "file": "Resources" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Tension", - "file": "Tension" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Competition", - "file": "Competition" + "name": "Mutual Goals", + "file": "MutualGoals" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Alliances", + "file": "Alliances" + }, + { + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Social Interaction", + "file": "SocialInteraction" + }, + { + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Competition", + "file": "Competition" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "SharedResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SharedResources.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SharedRewards.json b/SharedRewards.json index 17fd8f1bfae0c5e423cb6bc07b309fd54bb9e069..da0b12684fc63ca98d7577f88e6c7ad05c3d13a4 100644 --- a/SharedRewards.json +++ b/SharedRewards.json @@ -56,100 +56,100 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Shared Resources", + "file": "SharedResources" }, { "name": "Team Play", "file": "TeamPlay" }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" - }, { "name": "Race", "file": "Race" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Competition", - "file": "Competition" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Competition", + "file": "Competition" + }, + { + "name": "Tiebreakers", + "file": "Tiebreakers" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "SharedRewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SharedRewards.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/ShrinkingGameWorld.json b/ShrinkingGameWorld.json index a842d477f225417458ed2c1b4b9707cb812edb2c..a8a291d7f5fbdb189de6425fdeb74d98927a3841 100644 --- a/ShrinkingGameWorld.json +++ b/ShrinkingGameWorld.json @@ -40,60 +40,60 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { "name": "Ultra-Powerful Events", "file": "Ultra-PowerfulEvents" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" + }, + { + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" + }, + { + "name": "Tension", + "file": "Tension" }, { "name": "Tiles", "file": "Tiles" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" - }, - { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Tension", - "file": "Tension" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "ShrinkingGameWorld", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "ShrinkingGameWorld.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Single-PlayerGames.json b/Single-PlayerGames.json index 743ea35a7ed7d2560dcec30fe06e72f0cdb91a6c..060c67a4dea0e2609f30ab14d0e76a67829765cf 100644 --- a/Single-PlayerGames.json +++ b/Single-PlayerGames.json @@ -52,96 +52,96 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Score", - "file": "Score" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Ghosts", - "file": "Ghosts" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Score", + "file": "Score" } ], "pattern_id": "Single-PlayerGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Single-PlayerGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Skills.json b/Skills.json index 7a78b9250e8bd7b60eaa4fa358410548bf18afe9..35ccf5f38843326fca1200a92674a42fdb11d3da 100644 --- a/Skills.json +++ b/Skills.json @@ -62,132 +62,132 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Characters", - "file": "Characters" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Damage", + "file": "Damage" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Dice", + "file": "Dice" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Dice", - "file": "Dice" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Investments", + "file": "Investments" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Improved Abilities", + "file": "ImprovedAbilities" + }, + { + "name": "Characters", + "file": "Characters" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Damage", - "file": "Damage" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Luck", - "file": "Luck" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Tools", "file": "Tools" }, { - "name": "Investments", - "file": "Investments" - }, - { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Luck", + "file": "Luck" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "Skills", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Skills.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SmoothLearningCurves.json b/SmoothLearningCurves.json index b387eb02c129b71a5a56bda4411703eeccac9e7c..2e9c08dedb84063fe43b2e61c84bc6b177db6681 100644 --- a/SmoothLearningCurves.json +++ b/SmoothLearningCurves.json @@ -54,104 +54,104 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Limited Foresight", - "file": "LimitedForesight" - }, - { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Clues", + "file": "Clues" }, { "name": "Extra-Game Information", "file": "Extra-GameInformation" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" - }, - { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Levels", + "file": "Levels" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Combos", + "file": "Combos" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Levels", - "file": "Levels" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Luck", - "file": "Luck" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Combos", - "file": "Combos" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Clues", - "file": "Clues" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Luck", + "file": "Luck" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Illusion of Influence", "file": "IllusionofInfluence" + }, + { + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" + }, + { + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" } ], "pattern_id": "SmoothLearningCurves", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SmoothLearningCurves.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SocialDilemmas.json b/SocialDilemmas.json index 8f4bac194974ed7041daea60245989ce0f77d9c6..c588f480fb94d6239129c305031729c2022f997b 100644 --- a/SocialDilemmas.json +++ b/SocialDilemmas.json @@ -56,100 +56,100 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Tension", + "file": "Tension" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Tension", - "file": "Tension" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Competition", - "file": "Competition" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Competition", + "file": "Competition" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "SocialDilemmas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SocialDilemmas.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SocialInteraction.json b/SocialInteraction.json index 95607e98d167d5e3785af4b7ae60471be20e4b6b..5f2531fe5ae10ff9102976f2a563a0643f9d3efa 100644 --- a/SocialInteraction.json +++ b/SocialInteraction.json @@ -7,7 +7,7 @@ ], "using_the_pattern": [ "To promote [[Social Interaction]] in games, players need a reason to communicate with each other. Generalizing, reasons for [[Social Interaction]] can be divided into those where players want something from other players, those that require players to perform [[Collaborative Actions]] together, or those that affect how such [[Cooperation]] takes place. Wanting something from other players is often based upon [[Asymmetric Resource Distribution]] and solved through [[Trading]] but can also be based on gaining [[Social Status]]. Coordinating [[Collaborative Actions]] through [[Social Interaction]] is usually motivated by [[Shared Resources]] and [[Shared Rewards]] but can also be required due to [[Player Decided Results]] or [[Secret Alliances]]. This need for coordinating actions is of course common in games with [[Team Play]], for example, to make best use of [[Privileged Abilities]]. [[Social Interaction]] in these kinds of activities---and others that require [[Cooperation]] ---can be modulated by [[Betrayal]], [[Delayed Reciprocity]], [[Bluffing]], and [[Uncommitted Alliances]]. Games with [[Game Masters]] or where players do [[Storytelling]] automatically have [[Social Interaction]] between the players.", - "[[Social Interaction]] outside making game state changes requires some kinds of [[Communication Channel]] between players and can be crudely divided into two categories: natural (or spontaneous) and stimulated [Zagal99]. Natural [[Social Interaction]] arises from the social situation itself in [[Synchronous Games]] and, even though the communication might be about the game, the unfolding of the game itself does not require or rely on the [[Social Interaction.]] This is the case in Chess where there might even be intense talking and gesturing between the players but the gameplay itself does not require the players to communicate outside the game or during [[Game Pauses]]. Games of stimulated [[Social Interaction]], on the other hand, require or rely on players to communicate, that is, the game is impossible to play, or the gameplay experience is extremely impoverished, without players having the ability to communicate. [[Multiplayer Games]] based on dynamics of [[Cooperation]] and [[Competition]], such as Diplomacy, and games based on asymmetric communication between players, such as Pictionary, are good examples of games that have stimulated [[Social Interaction]].", + "[[Social Interaction]] outside making game state changes requires some kinds of [[Communication Channel]] between players and can be crudely divided into two categories: natural (or spontaneous) and stimulated [Zagal99]. Natural [[Social Interaction]] arises from the social situation itself in [[Synchronous Games]] and, even though the communication might be about the game, the unfolding of the game itself does not require or rely on the [[Social Interaction]]. This is the case in Chess where there might even be intense talking and gesturing between the players but the gameplay itself does not require the players to communicate outside the game or during [[Game Pauses]]. Games of stimulated [[Social Interaction]], on the other hand, require or rely on players to communicate, that is, the game is impossible to play, or the gameplay experience is extremely impoverished, without players having the ability to communicate. [[Multiplayer Games]] based on dynamics of [[Cooperation]] and [[Competition]], such as Diplomacy, and games based on asymmetric communication between players, such as Pictionary, are good examples of games that have stimulated [[Social Interaction]].", "Both natural and stimulated [[Social Interaction]] require methods of communication between the players. One of the basic rules of thumb to create or encourage [[Social Interaction]] is to provide several different methods of communication for players both within and outside the game. The possibility of [[Indirect Information]] is very often required to make [[Social Interaction]] fluid and flexible to the communication styles of people.", "The pace of the game, in conjunction with the communication methods available, has a direct impact on the [[Social Interaction]] of the game. Consider, for example, the differences between the [[Social Interaction]] in a team-based first-person shooter [[Real-Time Game]] where the first version allows for natural speech interaction using a walkie-talkie style system and the second only allows typed messages. The second version also illustrates a situation where actions related to communication block actions related to playing the game, that is, both communication and player actions are impossible at the same time, which is an unwanted feature in a game based on fast actions. On the other hand, games based on players performing their actions more or less asynchronously while having a synchronous method of communication, such as the previously mentioned walkie-talkie system, can even hinder [[Social Interaction]]. [[Turn Taking]] can slow down [[Social Interaction]] but gives all players the opportunity to participate.", "[[Social Interaction]] is of course difficult to have in [[Single-Player Games]] but can be simulated through [[Agents]] or be part of [[Meta Games]] based around a [[Single-Player Game]]." @@ -75,160 +75,160 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Turn Taking", + "file": "TurnTaking" }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Identification", + "file": "Identification" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Trading", + "file": "Trading" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Identification", - "file": "Identification" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Trading", - "file": "Trading" + "name": "Agents", + "file": "Agents" + }, + { + "name": "Alliances", + "file": "Alliances" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Competition", - "file": "Competition" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Competition", + "file": "Competition" }, { - "name": "Agents", - "file": "Agents" + "name": "Bluffing", + "file": "Bluffing" + }, + { + "name": "Social Dilemmas", + "file": "SocialDilemmas" } ], "pattern_id": "SocialInteraction", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SocialInteraction.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SocialOrganizations.json b/SocialOrganizations.json index 46ee06fa706449271b1f9036ce30aea21bab1834..389a031bbf3c02852d07ca2531a572dd0429ec1f 100644 --- a/SocialOrganizations.json +++ b/SocialOrganizations.json @@ -69,128 +69,128 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Investments", + "file": "Investments" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Identification", + "file": "Identification" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Delayed Reciprocity", "file": "DelayedReciprocity" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { "name": "Shared Rewards", "file": "SharedRewards" }, { - "name": "Identification", - "file": "Identification" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Investments", - "file": "Investments" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Competition", - "file": "Competition" + "name": "Status Indicators", + "file": "StatusIndicators" }, { "name": "Handles", "file": "Handles" }, { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Competition", + "file": "Competition" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "SocialOrganizations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SocialOrganizations.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SocialStatuses.json b/SocialStatuses.json index 2a4246037538ec4f211fa97a30bfa0128ebfc6a1..733928a67ced5a90071cb8271681201094355a49 100644 --- a/SocialStatuses.json +++ b/SocialStatuses.json @@ -63,125 +63,125 @@ ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ - { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Player Killing", - "file": "PlayerKilling" - }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Creative Control", - "file": "CreativeControl" - }, - { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "High Score Lists", + "file": "HighScoreLists" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Spectators", - "file": "Spectators" - }, - { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { "name": "Investments", "file": "Investments" }, { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Competition", - "file": "Competition" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Handles", - "file": "Handles" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Rewards", "file": "Rewards" }, - { - "name": "High Score Lists", - "file": "HighScoreLists" - }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Status Indicators", "file": "StatusIndicators" }, + { + "name": "Handles", + "file": "Handles" + }, + { + "name": "Spectators", + "file": "Spectators" + }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" + }, + { + "name": "Empowerment", + "file": "Empowerment" + }, + { + "name": "Competition", + "file": "Competition" + }, + { + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" } ], "pattern_id": "SocialStatuses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SocialStatuses.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SpatialImmersion.json b/SpatialImmersion.json index dc0aebc534666ce645541528f4b139c96efbb663..3e40ca7a81abced18dc5e900196ff6970362b22a 100644 --- a/SpatialImmersion.json +++ b/SpatialImmersion.json @@ -5,11 +5,11 @@ "Real-time games which involve moving a game element in a game world, are easier to perform actions in, if one as a player regards the movement of the game element as one was the game element. This [[Spatial Immersion]] does not require any other identification with the game element and simply makes the cognitive processes easier for the player." ], "using_the_pattern": [ - "[[Spatial Immersion]] is most easily achieved by requiring [[Maneuvering]] of [[Avatars]] in [[Real-Time Games]] using [[First-Person Views]]. However, [[Third-Person Views]] can also works as can other [[Focus Loci]] with the exception of [[God Views]]. Although [[Spatial Immersion]] is most common in [[Real-Time Games,]] even [[Turn-Based Games]] such as RoboRally can give [[Spatial Immersion]] by requiring players to plan their [[Movement]] in advance.", + "[[Spatial Immersion]] is most easily achieved by requiring [[Maneuvering]] of [[Avatars]] in [[Real-Time Games]] using [[First-Person Views]]. However, [[Third-Person Views]] can also works as can other [[Focus Loci]] with the exception of [[God Views]]. Although [[Spatial Immersion]] is most common in [[Real-Time Games]], even [[Turn-Based Games]] such as RoboRally can give [[Spatial Immersion]] by requiring players to plan their [[Movement]] in advance.", "The use of [[Cameras]] can increase the [[Spatial Immersion]] but at the cost of limiting the possibilities for [[Emotional Immersion]]. [[Attention Swapping]] caused by [[Surprises]] and other Disruption of Focus Attention events within the [[Game World]] can further strengthen [[Spatial Immersion]]. [[Aim & Shoot]] and other [[Dexterity-Based Actions]] can encourage [[Spatial Immersion]] as they force players to consider the spatial properties of other game elements without necessarily requiring thought about the movement of oneself." ], "consequences": [ - "[[Spatial Immersion]] is the [[Immersion]] gained by perceiving [[Maneuvering]] of objects in the game from the perspective of oneself moving. Having [[Spatial Immersion]] eases the understanding of where game elements are in the [[Game World]] and the consequences of their [[Movement]], as well as how game elements are spatially related to each other. [[Game World Navigation]] is a common task when performing [[Maneuvering,]] a task eased by achieving [[Spatial Immersion,]] and gives players the [[Anticipation]] of being able to arrive at a destination. However, [[Game World Navigation]] requires players to form abstract representations of the [[Game World]] from an outside perspective and therefore counters [[Spatial Immersion]]. This paradoxical effect of navigating can be lessened by giving players [[Limited Planning Abilities]] so that they are forced to base most of their actions on their immediate surroundings." + "[[Spatial Immersion]] is the [[Immersion]] gained by perceiving [[Maneuvering]] of objects in the game from the perspective of oneself moving. Having [[Spatial Immersion]] eases the understanding of where game elements are in the [[Game World]] and the consequences of their [[Movement]], as well as how game elements are spatially related to each other. [[Game World Navigation]] is a common task when performing [[Maneuvering]], a task eased by achieving [[Spatial Immersion]], and gives players the [[Anticipation]] of being able to arrive at a destination. However, [[Game World Navigation]] requires players to form abstract representations of the [[Game World]] from an outside perspective and therefore counters [[Spatial Immersion]]. This paradoxical effect of navigating can be lessened by giving players [[Limited Planning Abilities]] so that they are forced to base most of their actions on their immediate surroundings." ], "relations": { "Instantiates": [ @@ -48,89 +48,89 @@ ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ - { - "name": "First-Person Views", - "file": "First-PersonViews" - }, - { - "name": "Cameras", - "file": "Cameras" - }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, + { + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, { "name": "Game World", "file": "GameWorld" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Anticipation", + "file": "Anticipation" }, { "name": "Immersion", "file": "Immersion" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "God Views", "file": "GodViews" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Movement", + "file": "Movement" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Movement", - "file": "Movement" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Aim & Shoot", + "file": "Aim&Shoot" + }, + { + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "SpatialImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SpatialImmersion.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SpawnPoints.json b/SpawnPoints.json index 614f8f04fd2c358ad1f15206cb7b5d9f2a685ff2..aa5f2e2c531902e9316586db47c520c60d0cb77d 100644 --- a/SpawnPoints.json +++ b/SpawnPoints.json @@ -40,21 +40,17 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, - { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Levels", - "file": "Levels" + "name": "Lives", + "file": "Lives" }, { "name": "Camping", "file": "Camping" }, + { + "name": "Producers", + "file": "Producers" + }, { "name": "Resource Generators", "file": "ResourceGenerators" @@ -64,28 +60,32 @@ "file": "InaccessibleAreas" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Levels", + "file": "Levels" }, { - "name": "Lives", - "file": "Lives" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Producers", - "file": "Producers" + "name": "Spawning", + "file": "Spawning" + }, + { + "name": "Safe Havens", + "file": "SafeHavens" } ], "pattern_id": "SpawnPoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SpawnPoints.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Spawning.json b/Spawning.json index 0e544ab0e215374f3177b96c029e31fe7af7927d..c4eb9a0dcf51da47d5cc3ed1e6aa3a18d4fb296b 100644 --- a/Spawning.json +++ b/Spawning.json @@ -60,112 +60,112 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Camping", + "file": "Camping" }, { "name": "Player Killing", "file": "PlayerKilling" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Producers", + "file": "Producers" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Lives", - "file": "Lives" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Team Elimination", + "file": "TeamElimination" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Balancing Effects", + "file": "BalancingEffects" + }, + { + "name": "Spawn Points", + "file": "SpawnPoints" }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Producers", - "file": "Producers" + "name": "Tools", + "file": "Tools" }, { - "name": "Camping", - "file": "Camping" + "name": "Lives", + "file": "Lives" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Tools", - "file": "Tools" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Early Elimination", + "file": "EarlyElimination" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Spawn Points", - "file": "SpawnPoints" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Ability Losses", + "file": "AbilityLosses" } ], "pattern_id": "Spawning", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Spawning.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Spectators.json b/Spectators.json index 8d9090e875cccfe071fbb78eac0316492855fd9c..75908e070cf3fac66ea0cab956d893a25f592b66 100644 --- a/Spectators.json +++ b/Spectators.json @@ -45,72 +45,72 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Meta Games", - "file": "MetaGames" - }, - { - "name": "Public Information", - "file": "PublicInformation" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Turn Taking", + "file": "TurnTaking" }, { "name": "Social Statuses", "file": "SocialStatuses" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Public Information", + "file": "PublicInformation" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Early Elimination", + "file": "EarlyElimination" + }, + { + "name": "Game State Overview", + "file": "GameStateOverview" }, { "name": "Penalties", "file": "Penalties" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Player Elimination", + "file": "PlayerElimination" } ], "pattern_id": "Spectators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Spectators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/StatusIndicators.json b/StatusIndicators.json index ec9d133da5b09866afb10029ed8c6f12518f3a4c..5d01ce465a0cec1aca95c3d048076f0c7674cac1 100644 --- a/StatusIndicators.json +++ b/StatusIndicators.json @@ -49,76 +49,76 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Public Information", - "file": "PublicInformation" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "First-Person Views", - "file": "First-PersonViews" - }, - { - "name": "Damage", - "file": "Damage" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { "name": "Social Statuses", "file": "SocialStatuses" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Tension", + "file": "Tension" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Score", - "file": "Score" + "name": "Immersion", + "file": "Immersion" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Tension", - "file": "Tension" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Race", - "file": "Race" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Score", + "file": "Score" + }, + { + "name": "Damage", + "file": "Damage" + }, + { + "name": "Race", + "file": "Race" } ], "pattern_id": "StatusIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "StatusIndicators.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Stealth.json b/Stealth.json index 088c08d0166578c87a19519b336f82e65f2bd8f2..27ba4cb0d00c7b43d1e7c77f40898f3673cb929d 100644 --- a/Stealth.json +++ b/Stealth.json @@ -49,84 +49,84 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Camping", + "file": "Camping" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Tension", + "file": "Tension" }, { - "name": "Guard", - "file": "Guard" + "name": "Safe Havens", + "file": "SafeHavens" }, { "name": "Risk/Reward", "file": "RiskReward" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Movement", + "file": "Movement" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Guard", + "file": "Guard" }, { - "name": "Camping", - "file": "Camping" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Herd", - "file": "Herd" + "name": "Rescue", + "file": "Rescue" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Herd", + "file": "Herd" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { "name": "Evade", "file": "Evade" }, { - "name": "Movement", - "file": "Movement" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Tension", - "file": "Tension" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Stealth", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780265", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Stealth.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/StimulatedPlanning.json b/StimulatedPlanning.json index d26b5c82da346ea4bc156f161e8bbb4371b47912..15a1423750e46d5805276efcc8046616ed4e2dbd 100644 --- a/StimulatedPlanning.json +++ b/StimulatedPlanning.json @@ -84,212 +84,212 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Timing", + "file": "Timing" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Converters", + "file": "Converters" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Units", + "file": "Units" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Score", - "file": "Score" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Resources", - "file": "Resources" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Container", - "file": "Container" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Producers", + "file": "Producers" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Producers", - "file": "Producers" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Investments", + "file": "Investments" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Investments", - "file": "Investments" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Container", + "file": "Container" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Converters", - "file": "Converters" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Units", - "file": "Units" + "name": "Score", + "file": "Score" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Resources", + "file": "Resources" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Timing", - "file": "Timing" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "StimulatedPlanning", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "StimulatedPlanning.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Storytelling.json b/Storytelling.json index 13dd7ebe2a68ad0ebb06aae908d475b01a7ea2ba..e36d4454413e69f182cc599bae129ff00a1ae2a6 100644 --- a/Storytelling.json +++ b/Storytelling.json @@ -58,117 +58,117 @@ ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" - }, - { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" - }, - { - "name": "Characters", - "file": "Characters" - }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Cut Scenes", + "file": "CutScenes" }, { "name": "Game World", "file": "GameWorld" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" + }, + { + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { "name": "Alternative Reality", "file": "AlternativeReality" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" + }, + { + "name": "Characters", + "file": "Characters" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Roleplaying", + "file": "Roleplaying" + }, + { + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" + }, + { + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Creative Control", + "file": "CreativeControl" } ], "pattern_id": "Storytelling", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Storytelling.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/StrategicKnowledge.json b/StrategicKnowledge.json index 4f16eeedf98cc6d588b5109aa6b8a316ec1f6e4d..a09cd3d52931dd3090593caf350535bf69e45c4c 100644 --- a/StrategicKnowledge.json +++ b/StrategicKnowledge.json @@ -82,204 +82,204 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Betting", - "file": "Betting" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Race", - "file": "Race" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Damage", + "file": "Damage" }, { "name": "Dice", "file": "Dice" }, - { - "name": "Resources", - "file": "Resources" - }, { "name": "Smooth Learning Curves", "file": "SmoothLearningCurves" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Race", + "file": "Race" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Meta Games", + "file": "MetaGames" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Damage", - "file": "Damage" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Combos", - "file": "Combos" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Combos", + "file": "Combos" }, { - "name": "Luck", - "file": "Luck" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Guard", - "file": "Guard" + "name": "Betting", + "file": "Betting" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Luck", + "file": "Luck" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Rewards", + "file": "Rewards" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Spectators", + "file": "Spectators" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Guard", + "file": "Guard" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "StrategicKnowledge", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "StrategicKnowledge.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/StrategicLocations.json b/StrategicLocations.json index 06a524a72e42ed271ac13fd6250e953ae340d868..d8de2ca7d16a8d6da4f0185bdf7f3222825289a1 100644 --- a/StrategicLocations.json +++ b/StrategicLocations.json @@ -57,112 +57,112 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Combat", + "file": "Combat" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Goal Points", + "file": "GoalPoints" }, { "name": "Game World", "file": "GameWorld" }, - { - "name": "Gain Information", - "file": "GainInformation" - }, { "name": "Controllers", "file": "Controllers" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Combat", - "file": "Combat" + "name": "Spawning", + "file": "Spawning" }, { "name": "Safe Havens", "file": "SafeHavens" }, - { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" - }, - { - "name": "Guard", - "file": "Guard" - }, { "name": "Resource Locations", "file": "ResourceLocations" }, + { + "name": "Gain Information", + "file": "GainInformation" + }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" + }, + { + "name": "Tiles", + "file": "Tiles" + }, + { + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { "name": "Spawn Points", "file": "SpawnPoints" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Guard", + "file": "Guard" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Traverse", + "file": "Traverse" } ], "pattern_id": "StrategicLocations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "StrategicLocations.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SupportingGoals.json b/SupportingGoals.json index b2348cf2fb602d76231930cda910fa2239b6dc20..4c55a292d1300fe37d39d3104f81e7017110ad7f 100644 --- a/SupportingGoals.json +++ b/SupportingGoals.json @@ -53,84 +53,84 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Improved Abilities", "file": "ImprovedAbilities" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Resources", - "file": "Resources" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Achilles' Heels", "file": "Achilles'Heels" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Resources", + "file": "Resources" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Race", + "file": "Race" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Race", - "file": "Race" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Gain Information", + "file": "GainInformation" } ], "pattern_id": "SupportingGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SupportingGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Surprises.json b/Surprises.json index 44166a1625c72f61ee490dadc05c6b1b3779b69f..8689f269708f3873be08410d52055729dcab313f 100644 --- a/Surprises.json +++ b/Surprises.json @@ -80,188 +80,188 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Levels", + "file": "Levels" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Damage", + "file": "Damage" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Immersion", + "file": "Immersion" }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" - }, - { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Levels", - "file": "Levels" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Damage", - "file": "Damage" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Identification", - "file": "Identification" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Construction", + "file": "Construction" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, - { - "name": "Spatial Immersion", - "file": "SpatialImmersion" - }, { "name": "God's Finger", "file": "God'sFinger" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Identification", + "file": "Identification" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Red Herrings", + "file": "RedHerrings" + }, + { + "name": "Betrayal", + "file": "Betrayal" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" + }, + { + "name": "Unknown Goals", + "file": "UnknownGoals" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Traces", + "file": "Traces" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Traces", - "file": "Traces" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Construction", - "file": "Construction" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Surprises", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Surprises.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Survive.json b/Survive.json index 9d74b11358cefa51b67853cc08bcdbfed4294dc9..fad5d06c75f72c6ce7582a13f0aaf80f9ec65b9f 100644 --- a/Survive.json +++ b/Survive.json @@ -39,48 +39,48 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Eliminate", - "file": "Eliminate" + "name": "Last Man Standing", + "file": "LastManStanding" }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Lives", + "file": "Lives" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, - { - "name": "Units", - "file": "Units" - }, - { - "name": "Lives", - "file": "Lives" - }, { "name": "Conceal", "file": "Conceal" }, + { + "name": "Player Elimination", + "file": "PlayerElimination" + }, { "name": "Preventing Goals", "file": "PreventingGoals" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Units", + "file": "Units" + }, + { + "name": "Eliminate", + "file": "Eliminate" } ], "pattern_id": "Survive", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780324", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Survive.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SymmetricGoals.json b/SymmetricGoals.json index 6d18e1cd16a52c2b38caed934d879ea2f4cc3465..8ab5c9aa8b5cf14e63df4b652bbb660287307af4 100644 --- a/SymmetricGoals.json +++ b/SymmetricGoals.json @@ -41,52 +41,52 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Mutual Goals", - "file": "MutualGoals" - }, - { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Competition", - "file": "Competition" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { "name": "King of the Hill", "file": "KingoftheHill" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Overcome", + "file": "Overcome" + }, + { + "name": "Competition", + "file": "Competition" }, { "name": "Race", "file": "Race" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Unknown Goals", + "file": "UnknownGoals" } ], "pattern_id": "SymmetricGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SymmetricGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SymmetricInformation.json b/SymmetricInformation.json index 1280b4d2deeb7cea9d99699dd9335bdfe4f28262..2494e726eb5a0127d80390d647215bd8d0d8b0f2 100644 --- a/SymmetricInformation.json +++ b/SymmetricInformation.json @@ -47,56 +47,56 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Interferable Goals", + "file": "InterferableGoals" + }, + { + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Trading", + "file": "Trading" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Trading", - "file": "Trading" + "name": "Bidding", + "file": "Bidding" }, { "name": "Conflict", "file": "Conflict" }, { - "name": "Perfect Information", - "file": "PerfectInformation" - }, - { - "name": "Bluffing", - "file": "Bluffing" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" } ], "pattern_id": "SymmetricInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SymmetricInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SymmetricResourceDistribution.json b/SymmetricResourceDistribution.json index edcfe673e17effb0c091630ffee425f6f092524d..7d0e901b6d7bfc3ca1136b5d5de41e6df268b8bd 100644 --- a/SymmetricResourceDistribution.json +++ b/SymmetricResourceDistribution.json @@ -44,44 +44,44 @@ "file": "SharedResources" }, { - "name": "Resources", - "file": "Resources" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Trading", "file": "Trading" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Ownership", + "file": "Ownership" }, { "name": "Player-Decided Distribution of Rewards & Penalties", "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Symmetry", + "file": "Symmetry" }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "SymmetricResourceDistribution", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SymmetricResourceDistribution.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Symmetry.json b/Symmetry.json index fc96546a8f91b4e4840213105699922408ca5449..8632273aa3b1a2a7bd7d3045be40829da12d231c 100644 --- a/Symmetry.json +++ b/Symmetry.json @@ -45,8 +45,8 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { "name": "Outstanding Features", @@ -56,29 +56,13 @@ "name": "Paper-Rock-Scissors", "file": "Paper-Rock-Scissors" }, - { - "name": "Configuration", - "file": "Configuration" - }, { "name": "Asymmetric Resource Distribution", "file": "AsymmetricResourceDistribution" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" - }, - { - "name": "Team Balance", - "file": "TeamBalance" - }, - { - "name": "Player Balance", - "file": "PlayerBalance" - }, - { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { "name": "Handicaps", @@ -92,17 +76,33 @@ "name": "Game Mastery", "file": "GameMastery" }, + { + "name": "Team Balance", + "file": "TeamBalance" + }, + { + "name": "Hovering Closures", + "file": "HoveringClosures" + }, { "name": "Asymmetric Abilities", "file": "AsymmetricAbilities" + }, + { + "name": "Player Balance", + "file": "PlayerBalance" + }, + { + "name": "Configuration", + "file": "Configuration" } ], "pattern_id": "Symmetry", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Symmetry.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/SynchronousGames.json b/SynchronousGames.json index bd615399dbe5aac47b8b6a15c4a279b428de4ef7..ac4e029355752488e021daa4c6142e9e9a3f18f0 100644 --- a/SynchronousGames.json +++ b/SynchronousGames.json @@ -5,7 +5,7 @@ "The most common scenario in [[Synchronous Games]] is that the players' game sessions last as long as the game instance itself, and that the play sessions and the game sessions are one and the same, as is the case with many board and card games. Simply put, the players must play the game at the same time, from start to finish. However, a game can be synchronous and have pauses in the gameplay as long as all players take pauses at the same time." ], "using_the_pattern": [ - "[[Synchronous Games]] are, by definition, also [[Multiplayer Games]], and the synchronization of the game state can be done by either [[Dedicated Game Facilitators]] or by the players themselves in [[Self-Facilitated Games]]. The real-time nature of sharing the play sessions means that [[Real-Time Games]] and [[Tick-Based Games]] are more suitable further characteristics of [[Synchronous Games.]] [[Turn-Based Games]] are often played in face-to-face situations, making them in those cases [[Synchronous Games]] with the associated effects of [[Turn Taking]] on [[Downtime]]." + "[[Synchronous Games]] are, by definition, also [[Multiplayer Games]], and the synchronization of the game state can be done by either [[Dedicated Game Facilitators]] or by the players themselves in [[Self-Facilitated Games]]. The real-time nature of sharing the play sessions means that [[Real-Time Games]] and [[Tick-Based Games]] are more suitable further characteristics of [[Synchronous Games]]. [[Turn-Based Games]] are often played in face-to-face situations, making them in those cases [[Synchronous Games]] with the associated effects of [[Turn Taking]] on [[Downtime]]." ], "consequences": [ "[[Synchronous Games]] with [[Turn Taking]] often have [[Downtime]] for the players who are not taking their turn. It is possible, however, to reduce the negative effects of [[Downtime]] by minimizing the duration of [[Turn Taking]], by making the active player's actions interesting for the observing players, or in some cases allowing the players in [[Downtime]] to perform some actions that affect the game state.", @@ -41,49 +41,49 @@ "name": "Turn-Based Games", "file": "Turn-BasedGames" }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Communication Channels", "file": "CommunicationChannels" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Social Interaction", + "file": "SocialInteraction" } ], "pattern_id": "SynchronousGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "SynchronousGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TeamBalance.json b/TeamBalance.json index 1715188eeaaa340eec1e3785fa17c7161db61f94..14bcfa813b849161058a4d7734226aa95ed502bb 100644 --- a/TeamBalance.json +++ b/TeamBalance.json @@ -51,76 +51,76 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Team Development", + "file": "TeamDevelopment" + }, + { + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Orthogonal Unit Differentiation", "file": "OrthogonalUnitDifferentiation" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Social Statuses", + "file": "SocialStatuses" }, { "name": "Competence Areas", "file": "CompetenceAreas" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Team Play", "file": "TeamPlay" }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" - }, { "name": "Empowerment", "file": "Empowerment" }, - { - "name": "Player Balance", - "file": "PlayerBalance" - }, { "name": "Collaborative Actions", "file": "CollaborativeActions" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Player Killing", + "file": "PlayerKilling" + }, + { + "name": "Spawning", + "file": "Spawning" } ], "pattern_id": "TeamBalance", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TeamBalance.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TeamDevelopment.json b/TeamDevelopment.json index 6ccaffc2e2cd291aafbc5939c5f09b7d08a3c2c4..ee54f90e5f548992cd73a664e11d254a919d8a26 100644 --- a/TeamDevelopment.json +++ b/TeamDevelopment.json @@ -47,76 +47,76 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Skills", + "file": "Skills" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Investments", + "file": "Investments" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Investments", - "file": "Investments" + "name": "Meta Games", + "file": "MetaGames" }, { "name": "New Abilities", "file": "NewAbilities" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Skills", - "file": "Skills" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Team Balance", + "file": "TeamBalance" + }, + { + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Asymmetric Abilities", "file": "AsymmetricAbilities" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "Dynamic Alliances", + "file": "DynamicAlliances" } ], "pattern_id": "TeamDevelopment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TeamDevelopment.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TeamElimination.json b/TeamElimination.json index d8fb50b11c8b4d352f9fdc95d8baf399bf6eef94..d5746f1b7184b57b6d163f39d4105f87120b53d0 100644 --- a/TeamElimination.json +++ b/TeamElimination.json @@ -39,8 +39,12 @@ "file": "MutualGoals" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Collection", + "file": "Collection" + }, + { + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Player Killing", @@ -50,25 +54,21 @@ "name": "Player Elimination", "file": "PlayerElimination" }, - { - "name": "Collection", - "file": "Collection" - }, - { - "name": "Team Play", - "file": "TeamPlay" - }, { "name": "Spawning", "file": "Spawning" + }, + { + "name": "Shared Penalties", + "file": "SharedPenalties" } ], "pattern_id": "TeamElimination", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TeamElimination.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TeamPlay.json b/TeamPlay.json index 7d1ca6465e2fdc91eaff9c52f49e82031f7d53ed..dae61425752fc610e2f0c77524a1a07ca7a3f88f 100644 --- a/TeamPlay.json +++ b/TeamPlay.json @@ -65,140 +65,140 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Cooperation", + "file": "Cooperation" }, { "name": "Planned Character Development", "file": "PlannedCharacterDevelopment" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Team Development", + "file": "TeamDevelopment" + }, + { + "name": "Individual Rewards", + "file": "IndividualRewards" }, { "name": "Mutual Goals", "file": "MutualGoals" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Team Balance", "file": "TeamBalance" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Team Elimination", + "file": "TeamElimination" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { "name": "Orthogonal Unit Differentiation", "file": "OrthogonalUnitDifferentiation" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Handles", "file": "Handles" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" - }, - { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Units", - "file": "Units" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Units", + "file": "Units" } ], "pattern_id": "TeamPlay", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TeamPlay.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tension.json b/Tension.json index 21c2b750c42d6f4b7fc4541758f4ce228a653c2a..ee2d06d8421486033a581a79b7c0230d3d023ed4 100644 --- a/Tension.json +++ b/Tension.json @@ -11,7 +11,7 @@ "Another way to modulate the [[Tension]] is by restricting players' powers or freedom, for example, by [[Shrinking Game Worlds]],[[Limited Set of Actions]], or [[Movement Limitations]]. The[[Tension]] caused by dangerous opponents or objects in the [[Game World]] can be modulated by setting the [[Right Level of Difficulty]] and can be made to be present before the threats themselves when [[Traces]] are used.", "Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create [[Tension]]. [[Betting]] and [[Stealth]] are similar in that they are activities that require [[Turn Taking]], [[Downtime]], and [[No-Ops]] can create [[Tension]], and both are usually combined with [[Randomness]], [[Tradeoffs]], [[Risk/Reward]] choices, and the possibility to feel [[Luck]]. [[Geometric Rewards for Investments]] can create this form of [[Tension]] as the invested [[Resources]] are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of [[Resources]] that have not yet been invested. This form of [[Tension]] can be further modulated through the presence of [[Progress Indicators]] and [[Status Indicators]] but can be ruined by [[Perfect Information]] about the evaluation function and all the game state values that affect the function. However, [[Tension]] can be lost instead of created if the players lose a [[Perceived Chance to Succeed]] because of necessary [[Leaps of Faith]], extended [[Downtime]], or [[Turn Taking]].", "Many activities and goals in games combine several of these aspects, for example, [[Combat]] or [[Aim & Shoot]] activities give players opponents and threaten to take players' [[Lives]]. [[Continuous Goals]] and [[Extended Actions]] with[[Delayed Effects]] can combine the risk of losing ongoing [[Rewards]] with the threats of [[Penalties]], for example, through [[King of the Hill]] or [[Evade]] goals and in [[Quick Games]].", - "Many aspects of [[Cooperation]] and [[Social Interaction]] where players have to rely on other players' actions give rise to [[Tension]]. Any interaction where [[Uncertainty of Information]] or possibility for disinformationexists due to player communication can generate [[Tension,]] but it is especially likely to occur with [[Delayed Reciprocity]] or when [[Betrayal]] and [[Bluffing]] is possible. Examples when [[Tension]] can be created in this fashion include [[Player-Decided Distribution of Rewards & Penalties]] and the presence of [[Shared Resources]]. [[Tension]] related to [[Social Interaction]] exists in many cases for both the ones that can lose from the actions and the ones that can gain, as is typical in [[Social Dilemmas]].", + "Many aspects of [[Cooperation]] and [[Social Interaction]] where players have to rely on other players' actions give rise to [[Tension]]. Any interaction where [[Uncertainty of Information]] or possibility for disinformationexists due to player communication can generate [[Tension]], but it is especially likely to occur with [[Delayed Reciprocity]] or when [[Betrayal]] and [[Bluffing]] is possible. Examples when [[Tension]] can be created in this fashion include [[Player-Decided Distribution of Rewards & Penalties]] and the presence of [[Shared Resources]]. [[Tension]] related to [[Social Interaction]] exists in many cases for both the ones that can lose from the actions and the ones that can gain, as is typical in [[Social Dilemmas]].", "[[Reversability]] and the possibility to recreate previous game states through [[Save-Load Cycles]] lessens [[Tension]], as players can replay moments that contained [[Tension]] and the feeling is less likely to be as strong on subsequent exposures. Therefore, [[Tension]] does not usually work together with general [[Experimenting]], although they can do so when the experimentation is motivated by [[Player Defined Goals]]." ], "consequences": [ @@ -114,308 +114,308 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Betting", - "file": "Betting" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Combat", + "file": "Combat" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Clues", + "file": "Clues" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Lives", - "file": "Lives" + "name": "Damage", + "file": "Damage" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Ownership", + "file": "Ownership" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "No-Ops", - "file": "No-Ops" - }, - { - "name": "Conflict", - "file": "Conflict" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Combat", - "file": "Combat" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Damage", - "file": "Damage" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" + }, + { + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { "name": "Identification", "file": "Identification" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Luck", - "file": "Luck" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Competition", - "file": "Competition" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Clues", - "file": "Clues" + "name": "Penalties", + "file": "Penalties" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Betting", + "file": "Betting" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Overcome", - "file": "Overcome" + "name": "No-Ops", + "file": "No-Ops" }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Lives", + "file": "Lives" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Luck", + "file": "Luck" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" - }, - { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" - }, - { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Traces", + "file": "Traces" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Traces", - "file": "Traces" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Evade", - "file": "Evade" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Competition", + "file": "Competition" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Tiebreakers", + "file": "Tiebreakers" + }, + { + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { "name": "Bluffing", "file": "Bluffing" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Evade", + "file": "Evade" + }, + { + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" } ], "pattern_id": "Tension", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tension.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TheShowMustGoOn.json b/TheShowMustGoOn.json index bcc79714b8eb63241fbb0e5660a8a9e06ef81d77..b7c653f94811a2106e08be516d584f10368115f9 100644 --- a/TheShowMustGoOn.json +++ b/TheShowMustGoOn.json @@ -5,7 +5,7 @@ "[[The Show Must Go On]] is found in games where there are at least some real-time elements in the gameplay that occur even if players do nothing." ], "using_the_pattern": [ - "The real-time nature of some actions, such as [[Maneuvering]] and [[Aim & Shoot]], make them more suitable for games with [[The Show Must Go On]] than to other types of games. These characteristics of [[Real-Time Games]] are the basis for games with [[The Show Must Go On.]] [[Ultra-Powerful Events]] where the players can merely observe the unfolding of the event are a good example of how to modulate [[Anticipation]] with [[The Show Must Go On]].", + "The real-time nature of some actions, such as [[Maneuvering]] and [[Aim & Shoot]], make them more suitable for games with [[The Show Must Go On]] than to other types of games. These characteristics of [[Real-Time Games]] are the basis for games with [[The Show Must Go On]]. [[Ultra-Powerful Events]] where the players can merely observe the unfolding of the event are a good example of how to modulate [[Anticipation]] with [[The Show Must Go On]].", "A game state that is dynamic independent of player activity leads to the situation that the players have an inherent possibility for doing [[No-Ops]], even without their intent. This also means that there has to be a [[Dedicated Game Facilitator]] to take care of the game state changes when the players are not performing any actions. [[Turn Taking]] in general requires player action and is therefore not possible to use in combination with [[The Show Must Go On]] in the same modes of play." ], "consequences": [ @@ -50,80 +50,80 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Resources", - "file": "Resources" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Tension", + "file": "Tension" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Time Limits", "file": "TimeLimits" }, - { - "name": "Moveable Tiles", - "file": "MoveableTiles" - }, { "name": "Aim & Shoot", "file": "Aim&Shoot" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Dedicated Game Facilitators", "file": "DedicatedGameFacilitators" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Tension", - "file": "Tension" + "name": "Resources", + "file": "Resources" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "No-Ops", + "file": "No-Ops" } ], "pattern_id": "TheShowMustGoOn", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TheShowMustGoOn.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Third-PersonViews.json b/Third-PersonViews.json index c75b49c0d73c90a6e2edb8db1c1e07b99b8db8a3..ab7bda314507da651b528b93d24b69fab3b4e929 100644 --- a/Third-PersonViews.json +++ b/Third-PersonViews.json @@ -43,61 +43,61 @@ ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ - { - "name": "Public Information", - "file": "PublicInformation" - }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Units", + "file": "Units" }, { - "name": "God Views", - "file": "GodViews" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Units", - "file": "Units" + "name": "Public Information", + "file": "PublicInformation" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "God Views", + "file": "GodViews" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Fog of War", + "file": "FogofWar" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "Third-PersonViews", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Third-PersonViews.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tick-BasedGames.json b/Tick-BasedGames.json index 54391c766fe1d34f9a5c028dc3d745dbd916e368..5147c4fcb080a45dcb50d9e59192344a280eefe8 100644 --- a/Tick-BasedGames.json +++ b/Tick-BasedGames.json @@ -40,56 +40,56 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Synchronous Games", + "file": "SynchronousGames" + }, + { + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { "name": "Time Limits", "file": "TimeLimits" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "No-Ops", + "file": "No-Ops" } ], "pattern_id": "Tick-BasedGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tick-BasedGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tiebreakers.json b/Tiebreakers.json index a9012809b74547dc42b2e4ffa1dea418b7334689..8de7d535cfd2154ae86fc7d59352233ea526a25a 100644 --- a/Tiebreakers.json +++ b/Tiebreakers.json @@ -51,84 +51,84 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Shared Penalties", - "file": "SharedPenalties" - }, - { - "name": "Resource Management", - "file": "ResourceManagement" - }, - { - "name": "Negotiation", - "file": "Negotiation" - }, - { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Resources", - "file": "Resources" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Uncommitted Alliances", "file": "UncommittedAlliances" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Tension", + "file": "Tension" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Tournaments", "file": "Tournaments" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Negotiation", + "file": "Negotiation" + }, + { + "name": "Shared Penalties", + "file": "SharedPenalties" + }, + { + "name": "Overcome", + "file": "Overcome" }, { "name": "Competition", "file": "Competition" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Race", + "file": "Race" + }, + { + "name": "High Score Lists", + "file": "HighScoreLists" }, { "name": "Score", "file": "Score" }, { - "name": "Race", - "file": "Race" + "name": "Resource Management", + "file": "ResourceManagement" }, { "name": "Tied Results", "file": "TiedResults" }, { - "name": "Tension", - "file": "Tension" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Tiebreakers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tiebreakers.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TiedResults.json b/TiedResults.json index afcd9db264b0f9e2387182f1d44f729c1541b9a1..598ccdbccb2ce5f08b6f392e2615e45d7965b540 100644 --- a/TiedResults.json +++ b/TiedResults.json @@ -49,42 +49,30 @@ ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ - { - "name": "Shared Penalties", - "file": "SharedPenalties" - }, { "name": "Shared Rewards", "file": "SharedRewards" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Uncommitted Alliances", "file": "UncommittedAlliances" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" - }, - { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, - { - "name": "Time Limits", - "file": "TimeLimits" - }, { "name": "Tournaments", "file": "Tournaments" @@ -94,36 +82,48 @@ "file": "Betrayal" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Score", - "file": "Score" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Race", "file": "Race" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "High Score Lists", + "file": "HighScoreLists" }, { "name": "Agents", "file": "Agents" + }, + { + "name": "Score", + "file": "Score" + }, + { + "name": "Tiebreakers", + "file": "Tiebreakers" + }, + { + "name": "Shared Penalties", + "file": "SharedPenalties" } ], "pattern_id": "TiedResults", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TiedResults.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tile-Laying.json b/Tile-Laying.json index 25a8da185c7e76898150d94a52a653fcf4b226bf..94630cbf9d58e0db9a40d2eb9a2477e10415f2dc 100644 --- a/Tile-Laying.json +++ b/Tile-Laying.json @@ -41,60 +41,60 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Drawing Stacks", - "file": "DrawingStacks" - }, - { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Tiles", + "file": "Tiles" }, { - "name": "Card Hands", - "file": "CardHands" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Card Hands", + "file": "CardHands" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Exploration", + "file": "Exploration" }, { "name": "Construction", "file": "Construction" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Drawing Stacks", + "file": "DrawingStacks" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" } ], "pattern_id": "Tile-Laying", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tile-Laying.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tiles.json b/Tiles.json index 18fd4f3e843eaeb5fd00030ee718330df2f36ad7..11d9cd3766dbb6db16dfe710afac81bd6755d215 100644 --- a/Tiles.json +++ b/Tiles.json @@ -37,38 +37,38 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Drawing Stacks", - "file": "DrawingStacks" - }, { "name": "Discard Piles", "file": "DiscardPiles" }, + { + "name": "Tile-Laying", + "file": "Tile-Laying" + }, { "name": "Strategic Locations", "file": "StrategicLocations" }, + { + "name": "Card Hands", + "file": "CardHands" + }, { "name": "Reconfigurable Game World", "file": "ReconfigurableGameWorld" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Drawing Stacks", + "file": "DrawingStacks" }, { - "name": "Card Hands", - "file": "CardHands" + "name": "Game World", + "file": "GameWorld" }, { "name": "Shrinking Game World", "file": "ShrinkingGameWorld" }, - { - "name": "Tile-Laying", - "file": "Tile-Laying" - }, { "name": "Moveable Tiles", "file": "MoveableTiles" @@ -77,9 +77,9 @@ "pattern_id": "Tiles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tiles.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TimeLimits.json b/TimeLimits.json index 45f8780fba2a638bf251b51b446bf0830604dc18..7f88b3502e56b67ffd7d98f0034dc0870f165182 100644 --- a/TimeLimits.json +++ b/TimeLimits.json @@ -77,176 +77,176 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Progress Indicators", - "file": "ProgressIndicators" - }, - { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" - }, - { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Race", - "file": "Race" + "name": "Shared Resources", + "file": "SharedResources" }, { "name": "Goal Indicators", "file": "GoalIndicators" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Turn Taking", + "file": "TurnTaking" + }, + { + "name": "Tension", + "file": "Tension" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Race", + "file": "Race" }, { - "name": "Resources", - "file": "Resources" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Downtime", + "file": "Downtime" + }, + { + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Tension", - "file": "Tension" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Trading", + "file": "Trading" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Trading", - "file": "Trading" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "The Show Must Go On", "file": "TheShowMustGoOn" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Status Indicators", + "file": "StatusIndicators" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Evade", - "file": "Evade" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Evade", + "file": "Evade" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "TimeLimits", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TimeLimits.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Timing.json b/Timing.json index 34b093966db9e028881222b25cbe146faa89480c..1b52ea701e575115d602a76c2b2aec5a2977b13d 100644 --- a/Timing.json +++ b/Timing.json @@ -8,7 +8,7 @@ "The advantage of [[Timing]] is present in both [[Turn-Based Games]] and[[Real-Time Games]]. For [[Turn-Based Games]], the question of [[Timing]] is usually linked to making best use of [[Privileged Abilities]] and [[Delayed Effects]], as well as efficiently using [[Geometric Rewards for Investments]]. [[Real-Time Games]] offer more variety in the ways of requiring [[Timing]]: [[Combat]] usually requires [[Timing]] through [[Combos]] or [[Aim & Shoot]] to succeed with [[Overcome]] goals; [[Capture]] and [[Configuration]] can require [[No-Ops]] and [[Aim & Shoot]]; and successful navigation to [[Deadly Traps]], [[Obstacles]], and use [[Moveable Tiles]] requires [[Timing]]. In [[Real-Time Games]], the requirement of [[Timing]] several times concurrently with fixed intervals between gives rise to [[Rhythm-Based Actions]]." ], "consequences": [ - "Actions that can be executed with [[Timing]] allow for [[Game Mastery]]. In [[Turn-Based Games]], the [[Timing]] is achieved by [[Stimulated Planning,]] often concerning how to use game elements together for [[Collaborative Actions]]. In [[Real-Time Games]], the [[Timing]] is achieved by performing [[Dexterity-Based Actions]] skillfully." + "Actions that can be executed with [[Timing]] allow for [[Game Mastery]]. In [[Turn-Based Games]], the [[Timing]] is achieved by [[Stimulated Planning]], often concerning how to use game elements together for [[Collaborative Actions]]. In [[Real-Time Games]], the [[Timing]] is achieved by performing [[Dexterity-Based Actions]] skillfully." ], "relations": { "Instantiates": [ @@ -48,52 +48,48 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Configuration", - "file": "Configuration" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Combat", + "file": "Combat" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "Capture", "file": "Capture" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Combat", - "file": "Combat" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { "name": "Combos", @@ -104,32 +100,36 @@ "file": "MoveableTiles" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Collaborative Actions", + "file": "CollaborativeActions" + }, + { + "name": "Aim & Shoot", + "file": "Aim&Shoot" } ], "pattern_id": "Timing", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Timing.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tools.json b/Tools.json index f092310bf5d70531e9acf7aa94861ff4fe91a2b6..37f509d7cd44d75b720627c2bcc1a1f83d4f5e9e 100644 --- a/Tools.json +++ b/Tools.json @@ -54,104 +54,104 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Converters", + "file": "Converters" }, { - "name": "Characters", - "file": "Characters" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Controllers", + "file": "Controllers" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Ownership", + "file": "Ownership" }, { "name": "Spawning", "file": "Spawning" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Skills", - "file": "Skills" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Characters", + "file": "Characters" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Converters", - "file": "Converters" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Skills", + "file": "Skills" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Units", - "file": "Units" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Units", + "file": "Units" } ], "pattern_id": "Tools", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tools.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tournaments.json b/Tournaments.json index 0bd367f6fd9c77f6c64f6e12b158f24afbd14108..48cba72004f92f2d2abbadddf02b74b4c5cf2562 100644 --- a/Tournaments.json +++ b/Tournaments.json @@ -15,7 +15,7 @@ "[[Tournaments]] are [[Meta Games]] that have [[Overcome]] goals and thereby include [[Conflict]]. They rarely allow [[Tied Result]] by design, and typically repeat or prolong the underlying activity as a way to create an initial [[Tiebreaker]]. Since [[Tournaments]] consist of several different game instances, they give [[Replayability]] to games automatically and give extra potential for [[Tension]] between the actual game sessions. They can be used to achieve [[Perceivable Margins]] on which player has [[Game Mastery]] since elements of [[Randomness]] can be removed due to repetition.", "[[Tournaments]] can be used for two main purposes: either to support the participation of more players than one instance of the game can handle or to remove the influence of [[Luck]] or temporary variation in performance of players in order to create [[Perceivable Margins]]. In the first case, it is common to use [[Eliminate]] to reduce the number of players as the tournament progresses, which can imply [[Higher-Level Closures as Gameplay Progresses]]. This form of [[Tournaments]] can be combined with allowing [[Team Play]] that does not exist in the individual games by defining teams across the game sessions. The second case usually does not use [[Eliminate]], since it is common to want the same players to meet each other several times, allowing them to build [[Strategic Knowledge]]. The second case is common in [[Overcome]] goals but [[Tournaments]] can also be used to create [[Meta Games]] with [[Overcome]] goalsconsisting of winning any sort of goal more times than the other players do.", "Since [[Tournaments]] consist of undividable or atomic components, the completion of each game instance is a [[Closure Point]] from which only a small amount of [[Trans-Game Information]] is passed on to the [[Tournament]]. As this provides a means of distributing the activity both in time and space, a [[Tournament]] allows players not to have to participate in all events of a [[Tournament]] while still being full participants. The [[Tournament]] structure used in a single play session with [[Quick Games]] is at least based partly on [[Luck]], which allows for closures of success and failure to virtually all players.", - "[[Tournaments]] demand stronger long term commitment to the game itself, making the necessary skills of the game more valuable. However, they may also support the distribution of the activity in time, allowing skills and tactics to develop during the progress of the tournament. The use of [[Spectators]] is common in [[Tournaments]], since [[Tournaments]] function as focal points of interest for a particular game. These characteristics can also create and maintain stable [[Social Organizations,]] such as Soccer clubs, around the game itself." + "[[Tournaments]] demand stronger long term commitment to the game itself, making the necessary skills of the game more valuable. However, they may also support the distribution of the activity in time, allowing skills and tactics to develop during the progress of the tournament. The use of [[Spectators]] is common in [[Tournaments]], since [[Tournaments]] function as focal points of interest for a particular game. These characteristics can also create and maintain stable [[Social Organizations]], such as Soccer clubs, around the game itself." ], "relations": { "Instantiates": [ @@ -63,112 +63,112 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Perceivable Margins", - "file": "PerceivableMargins" - }, - { - "name": "Score", - "file": "Score" - }, - { - "name": "Tied Results", - "file": "TiedResults" + "name": "Tension", + "file": "Tension" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Closure Points", - "file": "ClosurePoints" - }, - { - "name": "Conflict", - "file": "Conflict" - }, - { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Combat", + "file": "Combat" }, { - "name": "Tension", - "file": "Tension" + "name": "Last Man Standing", + "file": "LastManStanding" }, { "name": "Meta Games", "file": "MetaGames" }, - { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" - }, - { - "name": "Tiebreakers", - "file": "Tiebreakers" - }, { "name": "Social Organizations", "file": "SocialOrganizations" }, - { - "name": "Combat", - "file": "Combat" - }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Overcome", + "file": "Overcome" }, { "name": "Quick Games", "file": "QuickGames" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Illusionary Rewards", "file": "IllusionaryRewards" }, + { + "name": "Player Balance", + "file": "PlayerBalance" + }, + { + "name": "Betting", + "file": "Betting" + }, + { + "name": "Tied Results", + "file": "TiedResults" + }, + { + "name": "Closure Points", + "file": "ClosurePoints" + }, { "name": "Self-Facilitated Games", "file": "Self-FacilitatedGames" }, + { + "name": "Multiplayer Games", + "file": "MultiplayerGames" + }, + { + "name": "Spectators", + "file": "Spectators" + }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Score", + "file": "Score" + }, + { + "name": "Tiebreakers", + "file": "Tiebreakers" + }, + { + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "Tournaments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tournaments.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Traces.json b/Traces.json index c6922b47c926f3425db004f4eff1442bda170365..02d81823c44195a4a4032f0ab199097ddc39a372 100644 --- a/Traces.json +++ b/Traces.json @@ -45,76 +45,76 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Privileged Movement", + "file": "PrivilegedMovement" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Tension", + "file": "Tension" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Clues", + "file": "Clues" }, { "name": "Game World Navigation", "file": "GameWorldNavigation" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Clues", - "file": "Clues" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Tension", - "file": "Tension" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resource Locations", + "file": "ResourceLocations" } ], "pattern_id": "Traces", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Traces.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Tradeoffs.json b/Tradeoffs.json index 29652d306143b0a7cebd5219f4fe9f8ece7ef253..404be560ac3cc3ebb976797f7252005fb9b9cef9 100644 --- a/Tradeoffs.json +++ b/Tradeoffs.json @@ -64,136 +64,136 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Converters", + "file": "Converters" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Tension", + "file": "Tension" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Combat", + "file": "Combat" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Cameras", + "file": "Cameras" }, { "name": "Committed Goals", "file": "CommittedGoals" }, { - "name": "Resources", - "file": "Resources" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Tension", - "file": "Tension" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { "name": "Producers", "file": "Producers" }, { - "name": "Combat", - "file": "Combat" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Converters", - "file": "Converters" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Resources", + "file": "Resources" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Tradeoffs", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Tradeoffs.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Trading.json b/Trading.json index 144b5448185f4ec99f102fcce2a76610610ec30f..9d91d95144ca42602e4ab028fbf409b3d03b043b 100644 --- a/Trading.json +++ b/Trading.json @@ -6,7 +6,7 @@ "[[Trading]] has three distinct phases: initiating the trade by making a trade offer, an optional bargaining phase, and finally resolving the exchange of the [[Resources]]. The player initiating the trade usually has an option to cancel the trade at any point. [[Trading]] is usually a specific mode of play in the game and the different phases are sometimes distinct sub-modes of the trading." ], "using_the_pattern": [ - "[[Trading,]] in its essence, is a [[Transfer of Control]]. When introducing [[Trading]] in a game, one should decide reasons for players to want [[Ownership]] and reasons why they should wish to make exchanges with other players.", + "[[Trading]], in its essence, is a [[Transfer of Control]]. When introducing [[Trading]] in a game, one should decide reasons for players to want [[Ownership]] and reasons why they should wish to make exchanges with other players.", "One of the most effective incentives for [[Trading]] is to use [[Asymmetric Resource Distribution]], either through what [[Construction]] actions players can perform or what [[Resource Generators]] they have. This means that players will have a surplus of some [[Resources]] while lacking others. [[Symmetric Resource Distribution]] between players does in this case lessen the incentives for [[Trading]], but [[Symmetric Resource Distribution]] of [[Resources]] owned by one player can be used for progression in the game. In the case of multiplayer games, the resource distribution should, of course, be asymmetric between the players. For example, player one has surplus of resource A and lacks resource B, and player two has surplus of resource B and lacks resource A. Thus, both players need both kinds of resources in order to achieve their goals. A less common incentive for [[Trading]], found for example in the board game Advanced Civilization, is to have basically [[Symmetric Resource Distribution]] but have [[Geometric Rewards for Investments]] on a single type of [[Resource]].", "One way to achieve asymmetry of [[Resources]] is to use [[Randomness]] for the resource generation and timing the progress requirements in such way that the randomness does not have time to even out. This method is used, for example, in Settlers of Catan for creating the incentive for [[Trading]]. The optional trading with the game system in Settlers of Catan is introduced, first, to balance out possible radical asymmetries of resource generation for all players and, second, to avoid strategies for totally blocking player progression.", "The next step of designing [[Trading]] in a game is to determine the exact mechanisms of the three phases of trade: initiation of the trade, agreement in optional bargaining phase, and resolution of the trade, with potential exchanges of [[Resources]]. The rules for the initiation phase dictate which players can start the trade, which players can be involved in the trade, and finally the circumstances that allow the initiation of the trade. The initiation usually also includes the announcement of either the [[Resources]] available for [[Trading]] or the [[Resources]] sought, or both. These are usually quite simple in single-player adventure games where usually only the player can initiate the trade and this is done by entering a specific area in the game; for example, a shop. The situation is more complex in multiplayer games allowing player-to-player [[Trading]]. The clearest example is to have a specific [[Trading]] phase during the player's turn, where only the player whose turn it is can initiate the trades but all players can participate in the [[Trading]], as is the case in Settlers of Catan. It is, of course, possible to allow also other players to initiate and perform [[Trading]] with each other during the same phase. Another possibility in this option is to allow players to invite certain other players to the [[Trading]] session or even to have [[Randomness]] in the player composition of the trade.", @@ -69,124 +69,124 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { - "name": "Resources", - "file": "Resources" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Construction", + "file": "Construction" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Resource Generators", + "file": "ResourceGenerators" + }, + { + "name": "Cooperation", + "file": "Cooperation" + }, + { + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Competition", - "file": "Competition" - }, - { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Gain Ownership", + "file": "GainOwnership" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Competition", + "file": "Competition" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Resources", + "file": "Resources" }, { - "name": "Construction", - "file": "Construction" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "Trading", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Trading.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Trans-GameInformation.json b/Trans-GameInformation.json index 10349a654f1ea1331986b05af80343bb27d7c0c1..42807d218738ee88bcf4519caf0116ce8ca59e41 100644 --- a/Trans-GameInformation.json +++ b/Trans-GameInformation.json @@ -60,108 +60,108 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Score", - "file": "Score" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Storytelling", - "file": "Storytelling" - }, - { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Replayability", + "file": "Replayability" }, { "name": "Character Development", "file": "CharacterDevelopment" }, { - "name": "Ghosts", - "file": "Ghosts" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Easter Eggs", + "file": "EasterEggs" }, { "name": "Meta Games", "file": "MetaGames" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Handles", - "file": "Handles" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" + }, + { + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" + }, + { + "name": "Public Information", + "file": "PublicInformation" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Tournaments", + "file": "Tournaments" + }, + { + "name": "Games within Games", + "file": "GameswithinGames" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Handles", + "file": "Handles" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Score", + "file": "Score" } ], "pattern_id": "Trans-GameInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Trans-GameInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TransferofControl.json b/TransferofControl.json index 3ee82b851f2f00ebade409076d457d6b5a42e7ec..89f70859784a8da3e64b70f6e9266b31e8495d77 100644 --- a/TransferofControl.json +++ b/TransferofControl.json @@ -62,128 +62,128 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Area Control", - "file": "AreaControl" + "name": "Capture", + "file": "Capture" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Collection", - "file": "Collection" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Betting", - "file": "Betting" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Bidding", + "file": "Bidding" }, { "name": "Emotional Immersion", "file": "EmotionalImmersion" }, { - "name": "Bidding", - "file": "Bidding" - }, - { - "name": "Resources", - "file": "Resources" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Trading", + "file": "Trading" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Betting", + "file": "Betting" }, { - "name": "Capture", - "file": "Capture" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Collection", + "file": "Collection" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Trading", - "file": "Trading" + "name": "Closure Points", + "file": "ClosurePoints" }, { "name": "Tools", "file": "Tools" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" - }, - { - "name": "Overcome", - "file": "Overcome" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Units", - "file": "Units" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Collaborative Actions", + "file": "CollaborativeActions" + }, + { + "name": "Units", + "file": "Units" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "TransferofControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TransferofControl.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Traverse.json b/Traverse.json index 4eacfcea3c8091b662ed9b679bbf064b48ad1f1a..a87181925cfba2e76a42a844612c509132006790 100644 --- a/Traverse.json +++ b/Traverse.json @@ -6,9 +6,9 @@ ], "using_the_pattern": [ "The two main considerations when designing a [[Traverse]] goal are the actual game space that has to be moved through and the ways in which players can move. The game space can either only allow one specific path to be followed (having one [[Goal Point]] at the end location), as in Snake s & Ladders (players do not have a choice of how to move although the ladders and snakes provide shortcuts and returns to earlier places), or allow players to choose between different paths (having at least one [[Goal Point]] at the end location and possibly intermediate [[Goal Points]] that have to be visited). The latter allow players to make plans depending on what [[Strategic Location]] s exist as well as what [[Enemies]] and [[Obstacles]] exist, for example, letting players choose between [[Evade]] and [[Overcome]] goals.", - "The means of [[Movement]] players have can be linked to [[Risk/Reward]] [[Tradeoff]] s as well as provide different players with different routes to advance on by the use of Privileged [[Movement]]. The use of intermediate [[Goal Points]] can create a [[Hierarchy of Goals]] consisting of various [[Traverse]] Goals. The [[Goal Points]] can be used to support [[Safe Havens]], and their introductionallows players to get relief from [[Tension]] and promotes [[Stimulated Planning]] for the next phase of [[Movement.]] By making the [[Goal Point]] initially an [[Inaccessible Area]], the [[Traverse]] goal can be the main goal of a [[Hierarchy of Goals]], where several other sorts of activity besides [[Movement]] need to be performed. When the reason for a [[Traverse]] goal is to achieve [[Area Control]] of the [[Goal Point]], the [[Strategic Location]] of the [[Goal Point]] needs to be considered, as this will modulate the willingness of players to strive for the goal.", - "Common variants of [[Traverse]] include [[Delivery,]] where the goal objects to be moved are not the game elements doing the movement, and [[Herd]], where [[Indirect Control]] and [[Units]] are used for moving the goal objects. [[Herd]] can also be a [[Preventing Goal]] of [[Traverse]] when a player's movement can be affected by other players' actions. By giving players [[Imperfect Information]] about the [[Game World]] between the starting point and the end point, [[Traverse]] goals can becomes goals of [[Exploration]] or [[Reconnaissance]].", - "If some form of [[Limited Resource]] is consumed by [[Movement]], the [[Right Level of Complexity]] of a [[Traverse]] goal is affected as choices of which terrain is traversed and what movement styles to employ become important. Racing games usually provide some form of [[Charger]] or [[Pick-Ups]] in specific [[Resource Locations]] and, in [[Races,]] force players to make [[Risk/Reward]] choices between saving time and risking not having enough [[Resources]] or losing time but having [[Resources]].", + "The means of [[Movement]] players have can be linked to [[Risk/Reward]] [[Tradeoff]] s as well as provide different players with different routes to advance on by the use of Privileged [[Movement]]. The use of intermediate [[Goal Points]] can create a [[Hierarchy of Goals]] consisting of various [[Traverse]] Goals. The [[Goal Points]] can be used to support [[Safe Havens]], and their introductionallows players to get relief from [[Tension]] and promotes [[Stimulated Planning]] for the next phase of [[Movement]]. By making the [[Goal Point]] initially an [[Inaccessible Area]], the [[Traverse]] goal can be the main goal of a [[Hierarchy of Goals]], where several other sorts of activity besides [[Movement]] need to be performed. When the reason for a [[Traverse]] goal is to achieve [[Area Control]] of the [[Goal Point]], the [[Strategic Location]] of the [[Goal Point]] needs to be considered, as this will modulate the willingness of players to strive for the goal.", + "Common variants of [[Traverse]] include [[Delivery]], where the goal objects to be moved are not the game elements doing the movement, and [[Herd]], where [[Indirect Control]] and [[Units]] are used for moving the goal objects. [[Herd]] can also be a [[Preventing Goal]] of [[Traverse]] when a player's movement can be affected by other players' actions. By giving players [[Imperfect Information]] about the [[Game World]] between the starting point and the end point, [[Traverse]] goals can becomes goals of [[Exploration]] or [[Reconnaissance]].", + "If some form of [[Limited Resource]] is consumed by [[Movement]], the [[Right Level of Complexity]] of a [[Traverse]] goal is affected as choices of which terrain is traversed and what movement styles to employ become important. Racing games usually provide some form of [[Charger]] or [[Pick-Ups]] in specific [[Resource Locations]] and, in [[Races]], force players to make [[Risk/Reward]] choices between saving time and risking not having enough [[Resources]] or losing time but having [[Resources]].", "When the player has [[Freedom of Choice]] regarding [[Movement]] in a [[Traverse]] Goal, the goal may require that players are given information about where the [[Goal Point]] is located. [[Game State Overview]] can be used to support players with this information as can [[Traces]], which may be seen as [[Supporting Goals]] of shorter and easier [[Traverse]] goals.", "[[Traverse]] goals can be used to modulate the likelihood for players to attempt different goals in [[Selectable Sets of Goals]] by having the [[Traverse]] goals as subgoals that have to be performed before individual goals." ], @@ -59,108 +59,108 @@ "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Save Points", - "file": "SavePoints" - }, - { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Herd", + "file": "Herd" }, { "name": "Stealth", "file": "Stealth" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Exploration", + "file": "Exploration" }, { "name": "Safe Havens", "file": "SafeHavens" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" - }, - { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Contact", + "file": "Contact" }, { - "name": "Herd", - "file": "Herd" + "name": "Movement", + "file": "Movement" }, { "name": "Enemies", "file": "Enemies" }, + { + "name": "Progress Indicators", + "file": "ProgressIndicators" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" + }, + { + "name": "Obstacles", + "file": "Obstacles" + }, { "name": "Traces", "file": "Traces" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Evade", - "file": "Evade" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Movement", - "file": "Movement" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Contact", - "file": "Contact" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Evade", + "file": "Evade" } ], "pattern_id": "Traverse", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780310", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Traverse.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Turn-BasedGames.json b/Turn-BasedGames.json index e86caafd3db55bff8102926e1da2125224a5eed6..df0695eb9ae68ae3012f581d1a1875ff7f10e23d 100644 --- a/Turn-BasedGames.json +++ b/Turn-BasedGames.json @@ -50,40 +50,32 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Combat", - "file": "Combat" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Capture", + "file": "Capture" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Timing", + "file": "Timing" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Turn Taking", + "file": "TurnTaking" }, { "name": "Self-Facilitated Games", @@ -94,40 +86,48 @@ "file": "Maneuvering" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Combat", + "file": "Combat" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Capture", - "file": "Capture" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Timing", - "file": "Timing" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" + }, + { + "name": "No-Ops", + "file": "No-Ops" + }, + { + "name": "Puzzle Solving", + "file": "PuzzleSolving" } ], "pattern_id": "Turn-BasedGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Turn-BasedGames.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/TurnTaking.json b/TurnTaking.json index 97e27fbe9c872ecf7ee583b35cae712376ac6ee4..0630b583c912059a417ada1fa8100a2fd58837b9 100644 --- a/TurnTaking.json +++ b/TurnTaking.json @@ -10,7 +10,7 @@ "[[Turn Taking]] in [[Real-Time Games]] is not common and most often reserved for [[Negotiation]] in [[Trading]] where players must do some form of [[Resource Management]] to conduct the trade. Putting a [[Time Limit]] on a player in [[Turn Taking]] creates a form of sequential [[Tick-Based Game]]. It is also possible to construct sort of [[Tournaments]] from [[Quick Games]] by allowing the players to take turns in playing their game instances and comparing the overall results." ], "consequences": [ - "[[Turn Taking]] can both relieve and create [[Tension.]] The relief for a player can come in the form of not having to consider that [[The Show Must Go On]] while it is the player's turn and in the form of having [[Downtime]] when it is not the player's turn. [[Tension]] can be created by the possibility for [[Analysis Paralysis]] due to [[Risk/Rewards]] choices during the player's turn and by [[Hovering Closure]] s and [[Anticipation]] while it is not. Having [[Turn Taking]] may cause the players not having their turn to have [[Downtime]], which can be used to gain [[Game State Overview]] or act as [[Spectators]] to the active player's actions in order to deduce possible secret tacticsand [[Unknown Goals]].", + "[[Turn Taking]] can both relieve and create [[Tension]]. The relief for a player can come in the form of not having to consider that [[The Show Must Go On]] while it is the player's turn and in the form of having [[Downtime]] when it is not the player's turn. [[Tension]] can be created by the possibility for [[Analysis Paralysis]] due to [[Risk/Rewards]] choices during the player's turn and by [[Hovering Closure]] s and [[Anticipation]] while it is not. Having [[Turn Taking]] may cause the players not having their turn to have [[Downtime]], which can be used to gain [[Game State Overview]] or act as [[Spectators]] to the active player's actions in order to deduce possible secret tacticsand [[Unknown Goals]].", "In games where the order in which [[Turn Taking]] takes place players may have two turns after each other. These flip-flop events usually give significant advantages to the player and if they can be the cause of [[Stimulated Planning]] this is one way to achieve [[Game Mastery]] in the game.", "[[Turn Taking]] can be enforced by [[Dedicated Game Facilitators]] but also exist in most [[Self-Facilitated Games]]. As the other players can help and supervise the actual handling of physical game elements used by the active player, [[Turn Taking]] supports [[Self-Facilitated Games]] and may let every player take part in [[Storytelling]] or let every players temporarily take the role of the [[Game Masters]].", "[[Turn Taking]] can be used to create civilized [[Negotiation]], for example in [[Bidding]], and thereby encourage less pressurized [[Social Interaction]]." @@ -69,136 +69,136 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Tension", + "file": "Tension" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Score", - "file": "Score" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Capture", + "file": "Capture" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Resources", - "file": "Resources" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Capture", - "file": "Capture" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Tension", - "file": "Tension" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { "name": "The Show Must Go On", "file": "TheShowMustGoOn" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Score", + "file": "Score" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "TurnTaking", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "TurnTaking.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Ultra-PowerfulEvents.json b/Ultra-PowerfulEvents.json index 5ee8e7f0c3a274839aeacd7c4f1db18ff9986eb6..2b37aa1853ea2e1ddc9a4a41d94d88634f7826d2 100644 --- a/Ultra-PowerfulEvents.json +++ b/Ultra-PowerfulEvents.json @@ -11,7 +11,7 @@ "In games with [[Turn Taking]], [[Ultra-Powerful Events]] are common after the completion of a cycle of turns to ensure a level of [[Player Balance]] and prepare the game state for the next round of [[Turn Taking]]." ], "consequences": [ - "[[Ultra-Powerful Events]] cannot be affected by players. To guarantee this, they must be enforced by [[Dedicated Game Facilitators]] such as [[Game Masters]] or computer programs. They can make actions into [[Irreversible Actions]], for example to unfold [[Narrative Structures]]. In contrast, [[Reversability]] of [[Ultra-Powerful Events]] cannot unfold [[Narrative Structures]] but represent a form of [[Investment]] or play mode, as the game state is restricted to a certain subgroup of the possible game states until the [[Ultra-Powerful Event]] is completed. Since the enforcement of events cannot be guaranteed in [[Self-Facilitated Games]] (with no [[Game Masters)]], these types of games cannot guarantee [[Ultra-Powerful Events]] unless players agree upon them.", + "[[Ultra-Powerful Events]] cannot be affected by players. To guarantee this, they must be enforced by [[Dedicated Game Facilitators]] such as [[Game Masters]] or computer programs. They can make actions into [[Irreversible Actions]], for example to unfold [[Narrative Structures]]. In contrast, [[Reversability]] of [[Ultra-Powerful Events]] cannot unfold [[Narrative Structures]] but represent a form of [[Investment]] or play mode, as the game state is restricted to a certain subgroup of the possible game states until the [[Ultra-Powerful Event]] is completed. Since the enforcement of events cannot be guaranteed in [[Self-Facilitated Games]] (with no [[Game Masters]]), these types of games cannot guarantee [[Ultra-Powerful Events]] unless players agree upon them.", "[[Ultra-Powerful Events]] that also are [[Extended Actions]] usually have [[Predictable Consequences]], as player cannot affect them, although they may be difficult to predict if their outcome is dependent on the game state. As these [[Predictable Consequences]] are caused by [[Delayed Effects]], these types of [[Ultra-Powerful Events]] provide [[Hovering Closures]] and [[Anticipation]] for players and are examples of [[The Show Must Go On]].", "[[Ultra-Powerful Events]] can easily remove players' [[Freedom of Choice]]. Further, they can cause players to have [[Downtime]] or lose a [[Perceived Chance to Succeed]] if they remove players' possibilities to perform any actions or make all action only have negative consequences. [[Extended Actions]] are an example of such [[Ultra-Powerful Events]] that have been initiated by the players themselves. Depending on if the player is left with any actions and how well the events can be explained within a [[Consistent Reality Logic]], [[Ultra-Powerful Events]] can support or break an [[Illusion of Influence]]." ], @@ -64,132 +64,132 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Controllers", + "file": "Controllers" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Movement", + "file": "Movement" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Movement", - "file": "Movement" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "Ultra-PowerfulEvents", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Ultra-PowerfulEvents.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/UncertaintyofInformation.json b/UncertaintyofInformation.json index 9c93e3b7de9e224e3b31fa2b0a88214ef0117bd0..c9ba64a0c270115d0404451316aef81a9bb292da 100644 --- a/UncertaintyofInformation.json +++ b/UncertaintyofInformation.json @@ -9,7 +9,7 @@ "Actions and goals that can be chosen without requiring the consumption of game elements naturally have an [[Uncertainty of Information]] about them, allowing for [[Unknown Goals]] and secret tactics. However, by designing game elements that control what actions or goals players may or may not use, the [[Uncertainty of Information]] may be limited. An action or event with [[Delayed Effect]] can be a source for [[Uncertainty of Information]] in itself.", "[[Uncertainty of Information]] can be either based on un-mediated [[Social Interaction]] or be supported by the mechanics of the game. The first case is more difficult for the game designer to modulate but offers players the chance of gaining [[Extra-Game Information]] by reading the body language of the other players. Examples include Poker and Diplomacy. The second case can be achieved in several ways: through [[Communication Channels]] that are not limited by the correctness of the information sent, through the design of the game elements used to pass information so that [[Imperfect Information]] is achieved (e. g., the markers in Space Hulk that indicate one, two, or three genestealers), or through unreliability in the game elements used by a player to collect information, e. g., having game elements with actions that collect information but have an evaluation function that contains [[Randomness]].", "Patterns that provide players with information about the consequences of players' actions, e. g., [[Status Indicators]], [[Outcome Indicators]],[[Progress Indicators]], and [[Goal Indicators]], naturally limit [[Uncertainty of Information]]. However, one way to combine an indicator with the pattern is to show players the accuracy of information as part of an indicator. Possible examples of this use of explicit accuracy levels include indicating only the presence of enemy units but not their type or statements along the line of \"The enemy unit is in this position with a certainty of 80\\%.\"", - "[[Uncertainty of Information]] can be applied on [[Perfect Information]] and even [[Direct Information.]] By falsely indicating that information may be wrong or by introducing [[Red Herrings]], the player may be tricked into not relying on correct information." + "[[Uncertainty of Information]] can be applied on [[Perfect Information]] and even [[Direct Information]]. By falsely indicating that information may be wrong or by introducing [[Red Herrings]], the player may be tricked into not relying on correct information." ], "consequences": [ "[[Uncertainty of Information]] is tightly connected to [[Imperfect Information]]; one of them is required for [[Secret Alliances]] to be able to exist, and both can be the basis for [[Gain Information]] and [[Exploration]] goals. While [[Uncertainty of Information]] concerns how reliable the medium and representation of the information are, [[Imperfect Information]] deals with information possessed by the players. When information exchange is performed in such way that the players can have information about the exchange itself, [[Uncertainty of Information]] can be the effect of [[Imperfect Information]]. An example of this is when information is exchanged through the explicit exchange of game elements and players have [[Imperfect Information]] about which game element has been passed.", @@ -56,96 +56,96 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Tension", + "file": "Tension" + }, + { + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Tension", - "file": "Tension" + "name": "Gain Information", + "file": "GainInformation" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Direct Information", + "file": "DirectInformation" }, { "name": "Communication Channels", "file": "CommunicationChannels" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Status Indicators", "file": "StatusIndicators" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" - }, - { - "name": "Exploration", - "file": "Exploration" + "name": "Conflict", + "file": "Conflict" } ], "pattern_id": "UncertaintyofInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "UncertaintyofInformation.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/UncommittedAlliances.json b/UncommittedAlliances.json index 7f55677dce07d8a95276b0dd0f2e66d1249aac07..ae9b2fd31a8aa78e905a4d8eaeb81bf444df2b94 100644 --- a/UncommittedAlliances.json +++ b/UncommittedAlliances.json @@ -48,84 +48,84 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Tension", + "file": "Tension" }, { "name": "Social Organizations", "file": "SocialOrganizations" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Hovering Closures", "file": "HoveringClosures" }, + { + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" + }, { "name": "Balancing Effects", "file": "BalancingEffects" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Tension", - "file": "Tension" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" } ], "pattern_id": "UncommittedAlliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "UncommittedAlliances.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/Units.json b/Units.json index 42d361009750ce009e7a97396e8dbc8a93eb95a1..6c79f14d35e9174f8a9501ee4411978e8f5660d4 100644 --- a/Units.json +++ b/Units.json @@ -74,164 +74,164 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" - }, - { - "name": "Cameras", - "file": "Cameras" + "name": "Combat", + "file": "Combat" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Game State Overview", + "file": "GameStateOverview" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "Penalties", - "file": "Penalties" - }, - { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Damage", + "file": "Damage" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Resources", - "file": "Resources" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Survive", + "file": "Survive" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { "name": "Producers", "file": "Producers" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Eliminate", "file": "Eliminate" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Combat", - "file": "Combat" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Survive", - "file": "Survive" + "name": "Investments", + "file": "Investments" }, { - "name": "Damage", - "file": "Damage" + "name": "God's Finger", + "file": "God'sFinger" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Tools", - "file": "Tools" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Investments", - "file": "Investments" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Penalties", + "file": "Penalties" }, { - "name": "God's Finger", - "file": "God'sFinger" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Tools", + "file": "Tools" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Evade", - "file": "Evade" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Parallel Lives", + "file": "ParallelLives" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Ability Losses", + "file": "AbilityLosses" + }, + { + "name": "Resource Management", + "file": "ResourceManagement" + }, + { + "name": "Evade", + "file": "Evade" + }, + { + "name": "Resources", + "file": "Resources" } ], "pattern_id": "Units", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Units.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/UnknownGoals.json b/UnknownGoals.json index 556437e2961b1d13a1f1e9e997f60609e7cf4416..38b56d75e8f2a47d74044d8fc48ef7e6ad1eea69 100644 --- a/UnknownGoals.json +++ b/UnknownGoals.json @@ -60,108 +60,108 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Predefined Goals", - "file": "PredefinedGoals" - }, - { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Clues", + "file": "Clues" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { "name": "Committed Goals", "file": "CommittedGoals" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" - }, - { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" - }, - { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Downtime", + "file": "Downtime" }, { "name": "Hierarchy of Goals", "file": "HierarchyofGoals" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Competition", - "file": "Competition" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" + }, + { + "name": "Gain Information", + "file": "GainInformation" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Clues", - "file": "Clues" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Surprises", "file": "Surprises" }, - { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" - }, { "name": "Rewards", "file": "Rewards" }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Symmetric Goals", + "file": "SymmetricGoals" + }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Competition", + "file": "Competition" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "UnknownGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "UnknownGoals.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/VariedGameplay.json b/VariedGameplay.json index daaf7db360814ccbf6c67158d4af86eace01012d..2d05e203de705374a87c1567161bfa49e76e161e 100644 --- a/VariedGameplay.json +++ b/VariedGameplay.json @@ -77,176 +77,176 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Converters", + "file": "Converters" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Characters", - "file": "Characters" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Game Mastery", "file": "GameMastery" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Resources", - "file": "Resources" + "name": "Levels", + "file": "Levels" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Camping", + "file": "Camping" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Camping", - "file": "Camping" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Levels", - "file": "Levels" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Characters", + "file": "Characters" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Skills", - "file": "Skills" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { "name": "Polyathlons", "file": "Polyathlons" }, { - "name": "Converters", - "file": "Converters" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Skills", + "file": "Skills" }, { - "name": "Units", - "file": "Units" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { "name": "Diminishing Returns", "file": "DiminishingReturns" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Units", + "file": "Units" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Resources", + "file": "Resources" } ], "pattern_id": "VariedGameplay", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.2", + "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "VariedGameplay.htm", - "converter_version": "1.2.2" + "converter_version": "1.2.2.2" } } \ No newline at end of file diff --git a/pattern_links.csv b/pattern_links.csv index b9f4ec6fad2174d34071a6b8a7f810053a524529..e3e61df571ba00422e2c5e890298b28964f9089c 100644 --- a/pattern_links.csv +++ b/pattern_links.csv @@ -1,6177 +1,6177 @@ source_pattern,source_id,target_pattern,target_file -Third-Person Views,Third-PersonViews,Public Information,PublicInformation Third-Person Views,Third-PersonViews,Avatars,Avatars -Third-Person Views,Third-PersonViews,Fog of War,FogofWar -Third-Person Views,Third-PersonViews,Game World,GameWorld -Third-Person Views,Third-PersonViews,God Views,GodViews +Third-Person Views,Third-PersonViews,Spatial Immersion,SpatialImmersion Third-Person Views,Third-PersonViews,Units,Units +Third-Person Views,Third-PersonViews,Focus Loci,FocusLoci +Third-Person Views,Third-PersonViews,Public Information,PublicInformation Third-Person Views,Third-PersonViews,Dexterity-Based Actions,Dexterity-BasedActions -Third-Person Views,Third-PersonViews,Maneuvering,Maneuvering -Third-Person Views,Third-PersonViews,Aim & Shoot,Aim&Shoot +Third-Person Views,Third-PersonViews,God Views,GodViews +Third-Person Views,Third-PersonViews,Fog of War,FogofWar Third-Person Views,Third-PersonViews,Game State Overview,GameStateOverview -Third-Person Views,Third-PersonViews,Focus Loci,FocusLoci -Third-Person Views,Third-PersonViews,Spatial Immersion,SpatialImmersion -Configuration,Configuration,Gain Ownership,GainOwnership -Configuration,Configuration,Imperfect Information,ImperfectInformation +Third-Person Views,Third-PersonViews,Aim & Shoot,Aim&Shoot +Third-Person Views,Third-PersonViews,Game World,GameWorld +Third-Person Views,Third-PersonViews,Maneuvering,Maneuvering Configuration,Configuration,Capture,Capture -Configuration,Configuration,Collection,Collection -Configuration,Configuration,Symmetry,Symmetry -Configuration,Configuration,Hovering Closures,HoveringClosures +Configuration,Configuration,Timing,Timing Configuration,Configuration,Alignment,Alignment -Configuration,Configuration,Combos,Combos -Configuration,Configuration,Enclosure,Enclosure -Configuration,Configuration,Rhythm-Based Actions,Rhythm-BasedActions -Configuration,Configuration,Puzzle Solving,PuzzleSolving Configuration,Configuration,Selectable Sets of Goals,SelectableSetsofGoals -Configuration,Configuration,Timing,Timing +Configuration,Configuration,Rhythm-Based Actions,Rhythm-BasedActions +Configuration,Configuration,Imperfect Information,ImperfectInformation +Configuration,Configuration,Hovering Closures,HoveringClosures Configuration,Configuration,Connection,Connection -Secret Alliances,SecretAlliances,Alliances,Alliances -Secret Alliances,SecretAlliances,Mutual Goals,MutualGoals -Secret Alliances,SecretAlliances,Asymmetric Information,AsymmetricInformation -Secret Alliances,SecretAlliances,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Configuration,Configuration,Enclosure,Enclosure +Configuration,Configuration,Symmetry,Symmetry +Configuration,Configuration,Combos,Combos +Configuration,Configuration,Collection,Collection +Configuration,Configuration,Puzzle Solving,PuzzleSolving +Configuration,Configuration,Gain Ownership,GainOwnership Secret Alliances,SecretAlliances,Uncertainty of Information,UncertaintyofInformation Secret Alliances,SecretAlliances,Player Decided Results,PlayerDecidedResults -Secret Alliances,SecretAlliances,Social Interaction,SocialInteraction +Secret Alliances,SecretAlliances,Mutual Goals,MutualGoals Secret Alliances,SecretAlliances,Indirect Information,IndirectInformation -Tools,Tools,Gain Ownership,GainOwnership -Tools,Tools,Characters,Characters -Tools,Tools,Illusion of Influence,IllusionofInfluence +Secret Alliances,SecretAlliances,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Secret Alliances,SecretAlliances,Alliances,Alliances +Secret Alliances,SecretAlliances,Asymmetric Information,AsymmetricInformation +Secret Alliances,SecretAlliances,Social Interaction,SocialInteraction +Tools,Tools,Converters,Converters Tools,Tools,Gain Competence,GainCompetence -Tools,Tools,Helpers,Helpers +Tools,Tools,Achilles' Heels,Achilles'Heels Tools,Tools,Controllers,Controllers -Tools,Tools,New Abilities,NewAbilities +Tools,Tools,Helpers,Helpers +Tools,Tools,Consistent Reality Logic,ConsistentRealityLogic +Tools,Tools,Ownership,Ownership Tools,Tools,Spawning,Spawning -Tools,Tools,Transfer of Control,TransferofControl +Tools,Tools,Extra-Game Consequences,Extra-GameConsequences +Tools,Tools,Perceived Chance to Succeed,PerceivedChancetoSucceed Tools,Tools,Avatars,Avatars +Tools,Tools,Improved Abilities,ImprovedAbilities +Tools,Tools,Transfer of Control,TransferofControl +Tools,Tools,Characters,Characters Tools,Tools,Collecting,Collecting -Tools,Tools,Aim & Shoot,Aim&Shoot +Tools,Tools,New Abilities,NewAbilities +Tools,Tools,Gain Ownership,GainOwnership Tools,Tools,Skills,Skills -Tools,Tools,Extra-Game Consequences,Extra-GameConsequences -Tools,Tools,Perceived Chance to Succeed,PerceivedChancetoSucceed -Tools,Tools,Consistent Reality Logic,ConsistentRealityLogic -Tools,Tools,Converters,Converters -Tools,Tools,Privileged Abilities,PrivilegedAbilities Tools,Tools,Rewards,Rewards +Tools,Tools,Illusion of Influence,IllusionofInfluence +Tools,Tools,Privileged Abilities,PrivilegedAbilities +Tools,Tools,Aim & Shoot,Aim&Shoot Tools,Tools,Units,Units -Tools,Tools,Achilles' Heels,Achilles'Heels -Tools,Tools,Ownership,Ownership -Tools,Tools,Improved Abilities,ImprovedAbilities -Public Information,PublicInformation,Paper-Rock-Scissors,Paper-Rock-Scissors -Public Information,PublicInformation,First-Person Views,First-PersonViews -Public Information,PublicInformation,Asynchronous Games,AsynchronousGames -Public Information,PublicInformation,Social Statuses,SocialStatuses -Public Information,PublicInformation,Dedicated Game Facilitators,DedicatedGameFacilitators Public Information,PublicInformation,Goal Indicators,GoalIndicators -Public Information,PublicInformation,Stimulated Planning,StimulatedPlanning -Public Information,PublicInformation,Spectators,Spectators Public Information,PublicInformation,Outcome Indicators,OutcomeIndicators +Public Information,PublicInformation,Game State Overview,GameStateOverview +Public Information,PublicInformation,Achilles' Heels,Achilles'Heels Public Information,PublicInformation,Third-Person Views,Third-PersonViews -Public Information,PublicInformation,Strategic Knowledge,StrategicKnowledge -Public Information,PublicInformation,Communication Channels,CommunicationChannels +Public Information,PublicInformation,Stimulated Planning,StimulatedPlanning Public Information,PublicInformation,Extra-Game Actions,Extra-GameActions -Public Information,PublicInformation,Symmetric Information,SymmetricInformation -Public Information,PublicInformation,God Views,GodViews -Public Information,PublicInformation,Achilles' Heels,Achilles'Heels Public Information,PublicInformation,Perfect Information,PerfectInformation -Public Information,PublicInformation,Status Indicators,StatusIndicators -Public Information,PublicInformation,Game State Overview,GameStateOverview +Public Information,PublicInformation,Social Statuses,SocialStatuses +Public Information,PublicInformation,Asynchronous Games,AsynchronousGames +Public Information,PublicInformation,Strategic Knowledge,StrategicKnowledge Public Information,PublicInformation,Book-Keeping Tokens,Book-KeepingTokens +Public Information,PublicInformation,God Views,GodViews +Public Information,PublicInformation,Communication Channels,CommunicationChannels +Public Information,PublicInformation,Dedicated Game Facilitators,DedicatedGameFacilitators +Public Information,PublicInformation,Paper-Rock-Scissors,Paper-Rock-Scissors +Public Information,PublicInformation,Status Indicators,StatusIndicators +Public Information,PublicInformation,Spectators,Spectators Public Information,PublicInformation,Trans-Game Information,Trans-GameInformation +Public Information,PublicInformation,First-Person Views,First-PersonViews +Public Information,PublicInformation,Symmetric Information,SymmetricInformation +Invisible Walls,InvisibleWalls,Memorizing,Memorizing +Invisible Walls,InvisibleWalls,Immersion,Immersion Invisible Walls,InvisibleWalls,Consistent Reality Logic,ConsistentRealityLogic Invisible Walls,InvisibleWalls,Inaccessible Areas,InaccessibleAreas -Invisible Walls,InvisibleWalls,Immersion,Immersion -Invisible Walls,InvisibleWalls,Memorizing,Memorizing -No-Ops,No-Ops,Privileged Abilities,PrivilegedAbilities +No-Ops,No-Ops,Timing,Timing No-Ops,No-Ops,Turn-Based Games,Turn-BasedGames -No-Ops,No-Ops,Camping,Camping +No-Ops,No-Ops,The Show Must Go On,TheShowMustGoOn +No-Ops,No-Ops,Tick-Based Games,Tick-BasedGames +No-Ops,No-Ops,Tension,Tension +No-Ops,No-Ops,Extended Actions,ExtendedActions +No-Ops,No-Ops,Privileged Abilities,PrivilegedAbilities +No-Ops,No-Ops,Freedom of Choice,FreedomofChoice No-Ops,No-Ops,Real-Time Games,Real-TimeGames +No-Ops,No-Ops,Camping,Camping No-Ops,No-Ops,Penalties,Penalties No-Ops,No-Ops,Varied Gameplay,VariedGameplay -No-Ops,No-Ops,Extended Actions,ExtendedActions -No-Ops,No-Ops,Tick-Based Games,Tick-BasedGames -No-Ops,No-Ops,Freedom of Choice,FreedomofChoice -No-Ops,No-Ops,The Show Must Go On,TheShowMustGoOn -No-Ops,No-Ops,Tension,Tension -No-Ops,No-Ops,Timing,Timing No-Ops,No-Ops,Stealth,Stealth -Guard,Guard,Risk/Reward,RiskReward -Guard,Guard,Rescue,Rescue -Guard,Guard,Strategic 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-Negotiation,Negotiation,Shared Resources,SharedResources -Negotiation,Negotiation,Player Defined Goals,PlayerDefinedGoals +Negotiation,Negotiation,Shared Rewards,SharedRewards Negotiation,Negotiation,Self-Facilitated Games,Self-FacilitatedGames -Negotiation,Negotiation,Game State Overview,GameStateOverview +Negotiation,Negotiation,Asymmetric Abilities,AsymmetricAbilities +Negotiation,Negotiation,Collaborative Actions,CollaborativeActions Negotiation,Negotiation,Bluffing,Bluffing -Delayed Reciprocity,DelayedReciprocity,Mutual Goals,MutualGoals -Delayed Reciprocity,DelayedReciprocity,Social Organizations,SocialOrganizations -Delayed Reciprocity,DelayedReciprocity,Delayed Effects,DelayedEffects +Negotiation,Negotiation,Tiebreakers,Tiebreakers +Negotiation,Negotiation,Ability Losses,AbilityLosses +Negotiation,Negotiation,Symmetric Information,SymmetricInformation Delayed Reciprocity,DelayedReciprocity,Shared Rewards,SharedRewards -Delayed Reciprocity,DelayedReciprocity,Uncommitted 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Reciprocity,DelayedReciprocity,Leaps of Faith,LeapsofFaith +Delayed Reciprocity,DelayedReciprocity,Trading,Trading +Delayed Reciprocity,DelayedReciprocity,Betrayal,Betrayal +Delayed Reciprocity,DelayedReciprocity,Delayed Effects,DelayedEffects +Delayed Reciprocity,DelayedReciprocity,Hovering Closures,HoveringClosures +Delayed Reciprocity,DelayedReciprocity,Collaborative Actions,CollaborativeActions +Delayed Reciprocity,DelayedReciprocity,Social Dilemmas,SocialDilemmas Delayed Reciprocity,DelayedReciprocity,Cooperation,Cooperation -Limited Resources,LimitedResources,Pick-Ups,Pick-Ups -Limited Resources,LimitedResources,Budgeted Action Points,BudgetedActionPoints -Limited Resources,LimitedResources,Game Mastery,GameMastery -Limited Resources,LimitedResources,Renewable Resources,RenewableResources -Limited Resources,LimitedResources,Stimulated Planning,StimulatedPlanning -Limited Resources,LimitedResources,Resources,Resources -Limited Resources,LimitedResources,Container,Container 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Abilities,DecreasedAbilities +Limited Resources,LimitedResources,Stimulated Planning,StimulatedPlanning Limited Resources,LimitedResources,Last Man Standing,LastManStanding +Limited Resources,LimitedResources,Downtime,Downtime +Limited Resources,LimitedResources,Time Limits,TimeLimits +Limited Resources,LimitedResources,Resource Generators,ResourceGenerators +Limited Resources,LimitedResources,Budgeted Action Points,BudgetedActionPoints Limited Resources,LimitedResources,Improved Abilities,ImprovedAbilities -Betting,Betting,Predictable Consequences,PredictableConsequences -Betting,Betting,Gain Ownership,GainOwnership -Betting,Betting,Dedicated Game Facilitators,DedicatedGameFacilitators -Betting,Betting,Game Mastery,GameMastery -Betting,Betting,Emotional Immersion,EmotionalImmersion -Betting,Betting,Bidding,Bidding +Limited Resources,LimitedResources,Renewable Resources,RenewableResources +Limited Resources,LimitedResources,Container,Container +Limited 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+Betting,Betting,Quick Games,QuickGames +Betting,Betting,Emotional Immersion,EmotionalImmersion +Betting,Betting,Investments,Investments Betting,Betting,Transfer of Control,TransferofControl -Betting,Betting,Tension,Tension -Betting,Betting,Meta Games,MetaGames +Betting,Betting,Strategic Knowledge,StrategicKnowledge +Betting,Betting,Tournaments,Tournaments Betting,Betting,Randomness,Randomness -Betting,Betting,Resource Management,ResourceManagement -Betting,Betting,Luck,Luck -Betting,Betting,Anticipation,Anticipation -Betting,Betting,Investments,Investments -Betting,Betting,Quick Games,QuickGames -Betting,Betting,Strategic Knowledge,StrategicKnowledge -Betting,Betting,Extra-Game Consequences,Extra-GameConsequences -Betting,Betting,Risk/Reward,RiskReward +Betting,Betting,Dedicated Game Facilitators,DedicatedGameFacilitators +Betting,Betting,Gain Ownership,GainOwnership +Betting,Betting,Luck,Luck Betting,Betting,Rewards,Rewards -Betting,Betting,Delayed Effects,DelayedEffects Betting,Betting,Closed Economies,ClosedEconomies -Betting,Betting,Player Defined Goals,PlayerDefinedGoals -Betting,Betting,Tournaments,Tournaments Betting,Betting,Self-Facilitated Games,Self-FacilitatedGames Betting,Betting,Bluffing,Bluffing -Betting,Betting,Ownership,Ownership -Perceived Chance to Succeed,PerceivedChancetoSucceed,Predictable Consequences,PredictableConsequences -Perceived Chance to Succeed,PerceivedChancetoSucceed,Progress Indicators,ProgressIndicators -Perceived Chance to Succeed,PerceivedChancetoSucceed,Ultra-Powerful Events,Ultra-PowerfulEvents -Perceived Chance to Succeed,PerceivedChancetoSucceed,Ability Losses,AbilityLosses -Perceived Chance to Succeed,PerceivedChancetoSucceed,Balancing Effects,BalancingEffects -Perceived Chance to Succeed,PerceivedChancetoSucceed,Narrative Structures,NarrativeStructures +Betting,Betting,Resource Management,ResourceManagement +Betting,Betting,Conflict,Conflict +Betting,Betting,Resources,Resources Perceived Chance to Succeed,PerceivedChancetoSucceed,Player Decided Results,PlayerDecidedResults -Perceived Chance to Succeed,PerceivedChancetoSucceed,Social Dilemmas,SocialDilemmas -Perceived Chance to Succeed,PerceivedChancetoSucceed,Emotional Immersion,EmotionalImmersion -Perceived Chance to Succeed,PerceivedChancetoSucceed,Near Miss Indicators,NearMissIndicators -Perceived Chance to Succeed,PerceivedChancetoSucceed,Right Level of Difficulty,RightLevelofDifficulty +Perceived Chance to Succeed,PerceivedChancetoSucceed,Tension,Tension +Perceived Chance to Succeed,PerceivedChancetoSucceed,Handicaps,Handicaps +Perceived Chance to Succeed,PerceivedChancetoSucceed,Freedom of Choice,FreedomofChoice +Perceived Chance to Succeed,PerceivedChancetoSucceed,Risk/Reward,RiskReward Perceived Chance to Succeed,PerceivedChancetoSucceed,Imperfect Information,ImperfectInformation +Perceived Chance to Succeed,PerceivedChancetoSucceed,Cut Scenes,CutScenes +Perceived Chance to Succeed,PerceivedChancetoSucceed,Decreased 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+Perceived Chance to Succeed,PerceivedChancetoSucceed,Perfect Information,PerfectInformation Perceived Chance to Succeed,PerceivedChancetoSucceed,Game Masters,GameMasters -Perceived Chance to Succeed,PerceivedChancetoSucceed,Skills,Skills -Perceived Chance to Succeed,PerceivedChancetoSucceed,Surprises,Surprises Perceived Chance to Succeed,PerceivedChancetoSucceed,Leaps of Faith,LeapsofFaith -Perceived Chance to Succeed,PerceivedChancetoSucceed,Risk/Reward,RiskReward +Perceived Chance to Succeed,PerceivedChancetoSucceed,Predictable Consequences,PredictableConsequences +Perceived Chance to Succeed,PerceivedChancetoSucceed,Emotional Immersion,EmotionalImmersion +Perceived Chance to Succeed,PerceivedChancetoSucceed,Improved Abilities,ImprovedAbilities +Perceived Chance to Succeed,PerceivedChancetoSucceed,Asymmetric Resource Distribution,AsymmetricResourceDistribution +Perceived Chance to Succeed,PerceivedChancetoSucceed,New Abilities,NewAbilities Perceived Chance to Succeed,PerceivedChancetoSucceed,Illusionary Rewards,IllusionaryRewards +Perceived Chance to Succeed,PerceivedChancetoSucceed,Randomness,Randomness +Perceived Chance to Succeed,PerceivedChancetoSucceed,Team Balance,TeamBalance +Perceived Chance to Succeed,PerceivedChancetoSucceed,Balancing Effects,BalancingEffects +Perceived Chance to Succeed,PerceivedChancetoSucceed,Right Level of Difficulty,RightLevelofDifficulty +Perceived Chance to Succeed,PerceivedChancetoSucceed,Player Balance,PlayerBalance Perceived Chance to Succeed,PerceivedChancetoSucceed,Enemies,Enemies -Perceived Chance to Succeed,PerceivedChancetoSucceed,Decreased Abilities,DecreasedAbilities -Perceived Chance to Succeed,PerceivedChancetoSucceed,Perfect Information,PerfectInformation -Perceived Chance to Succeed,PerceivedChancetoSucceed,Freedom of Choice,FreedomofChoice -Perceived Chance to Succeed,PerceivedChancetoSucceed,Asymmetric Resource Distribution,AsymmetricResourceDistribution +Perceived Chance to Succeed,PerceivedChancetoSucceed,Surprises,Surprises +Perceived Chance to Succeed,PerceivedChancetoSucceed,Tools,Tools +Perceived Chance to Succeed,PerceivedChancetoSucceed,Skills,Skills +Perceived Chance to Succeed,PerceivedChancetoSucceed,Progress Indicators,ProgressIndicators Perceived Chance to Succeed,PerceivedChancetoSucceed,Illusion of Influence,IllusionofInfluence -Perceived Chance to Succeed,PerceivedChancetoSucceed,Improved Abilities,ImprovedAbilities -Inaccessible Areas,InaccessibleAreas,Movement Limitations,MovementLimitations +Perceived Chance to Succeed,PerceivedChancetoSucceed,Narrative Structures,NarrativeStructures +Perceived Chance to Succeed,PerceivedChancetoSucceed,Social Dilemmas,SocialDilemmas +Perceived Chance to Succeed,PerceivedChancetoSucceed,Ability Losses,AbilityLosses +Perceived Chance to Succeed,PerceivedChancetoSucceed,Tradeoffs,Tradeoffs +Perceived Chance to Succeed,PerceivedChancetoSucceed,Near Miss Indicators,NearMissIndicators +Inaccessible 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Areas,InaccessibleAreas,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation -Inaccessible Areas,InaccessibleAreas,Camping,Camping -Inaccessible Areas,InaccessibleAreas,Levels,Levels Inaccessible Areas,InaccessibleAreas,Safe Havens,SafeHavens -Inaccessible Areas,InaccessibleAreas,Invisible Walls,InvisibleWalls -Inaccessible Areas,InaccessibleAreas,Game World Navigation,GameWorldNavigation -Inaccessible Areas,InaccessibleAreas,Consistent Reality Logic,ConsistentRealityLogic -Inaccessible Areas,InaccessibleAreas,Leaps of Faith,LeapsofFaith Inaccessible Areas,InaccessibleAreas,Resource Locations,ResourceLocations -Inaccessible Areas,InaccessibleAreas,Spawn Points,SpawnPoints -Inaccessible Areas,InaccessibleAreas,Freedom of Choice,FreedomofChoice +Inaccessible Areas,InaccessibleAreas,Movement Limitations,MovementLimitations Inaccessible Areas,InaccessibleAreas,Movement,Movement +Inaccessible Areas,InaccessibleAreas,Spawn Points,SpawnPoints +Inaccessible Areas,InaccessibleAreas,Obstacles,Obstacles Inaccessible Areas,InaccessibleAreas,Privileged Movement,PrivilegedMovement -Inaccessible Areas,InaccessibleAreas,Replayability,Replayability -Deadly Traps,DeadlyTraps,Shrinking Game World,ShrinkingGameWorld -Deadly Traps,DeadlyTraps,Ultra-Powerful Events,Ultra-PowerfulEvents -Deadly Traps,DeadlyTraps,Inaccessible Areas,InaccessibleAreas -Deadly Traps,DeadlyTraps,Lives,Lives -Deadly Traps,DeadlyTraps,Reconnaissance,Reconnaissance -Deadly Traps,DeadlyTraps,Movement Limitations,MovementLimitations -Deadly Traps,DeadlyTraps,Penalties,Penalties +Inaccessible Areas,InaccessibleAreas,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation +Inaccessible Areas,InaccessibleAreas,Traverse,Traverse Deadly Traps,DeadlyTraps,Memorizing,Memorizing -Deadly Traps,DeadlyTraps,Rescue,Rescue -Deadly Traps,DeadlyTraps,Game World,GameWorld +Deadly Traps,DeadlyTraps,Timing,Timing +Deadly Traps,DeadlyTraps,Units,Units Deadly Traps,DeadlyTraps,Consumers,Consumers Deadly Traps,DeadlyTraps,Tension,Tension -Deadly Traps,DeadlyTraps,Eliminate,Eliminate +Deadly Traps,DeadlyTraps,Rhythm-Based Actions,Rhythm-BasedActions Deadly Traps,DeadlyTraps,Damage,Damage +Deadly Traps,DeadlyTraps,Game World,GameWorld +Deadly Traps,DeadlyTraps,Ultra-Powerful Events,Ultra-PowerfulEvents +Deadly Traps,DeadlyTraps,Leaps of Faith,LeapsofFaith +Deadly Traps,DeadlyTraps,Exploration,Exploration +Deadly Traps,DeadlyTraps,Time Limits,TimeLimits +Deadly Traps,DeadlyTraps,Shrinking Game World,ShrinkingGameWorld Deadly Traps,DeadlyTraps,Safe Havens,SafeHavens -Deadly Traps,DeadlyTraps,Rhythm-Based Actions,Rhythm-BasedActions +Deadly Traps,DeadlyTraps,Eliminate,Eliminate +Deadly Traps,DeadlyTraps,Movement Limitations,MovementLimitations +Deadly Traps,DeadlyTraps,Outstanding Features,OutstandingFeatures +Deadly Traps,DeadlyTraps,Movement,Movement +Deadly Traps,DeadlyTraps,Penalties,Penalties Deadly Traps,DeadlyTraps,Surprises,Surprises -Deadly Traps,DeadlyTraps,Leaps of Faith,LeapsofFaith +Deadly Traps,DeadlyTraps,Lives,Lives +Deadly Traps,DeadlyTraps,Inaccessible Areas,InaccessibleAreas Deadly Traps,DeadlyTraps,Guard,Guard -Deadly Traps,DeadlyTraps,Outstanding Features,OutstandingFeatures -Deadly Traps,DeadlyTraps,Units,Units -Deadly Traps,DeadlyTraps,Time Limits,TimeLimits -Deadly Traps,DeadlyTraps,Maneuvering,Maneuvering +Deadly Traps,DeadlyTraps,Rescue,Rescue +Deadly Traps,DeadlyTraps,Reconnaissance,Reconnaissance Deadly Traps,DeadlyTraps,Evade,Evade -Deadly Traps,DeadlyTraps,Movement,Movement -Deadly Traps,DeadlyTraps,Timing,Timing -Deadly Traps,DeadlyTraps,Exploration,Exploration -Eliminate,Eliminate,Penalties,Penalties -Eliminate,Eliminate,Bidding,Bidding +Deadly Traps,DeadlyTraps,Maneuvering,Maneuvering Eliminate,Eliminate,Consumers,Consumers -Eliminate,Eliminate,Deadly Traps,DeadlyTraps -Eliminate,Eliminate,Conflict,Conflict -Eliminate,Eliminate,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses -Eliminate,Eliminate,Capture,Capture Eliminate,Eliminate,Combat,Combat -Eliminate,Eliminate,Survive,Survive Eliminate,Eliminate,Damage,Damage -Eliminate,Eliminate,Aim & Shoot,Aim&Shoot Eliminate,Eliminate,Preventing Goals,PreventingGoals +Eliminate,Eliminate,Last Man Standing,LastManStanding +Eliminate,Eliminate,Capture,Capture +Eliminate,Eliminate,Survive,Survive +Eliminate,Eliminate,Deadly Traps,DeadlyTraps +Eliminate,Eliminate,Conflict,Conflict +Eliminate,Eliminate,Bidding,Bidding +Eliminate,Eliminate,Resource Generators,ResourceGenerators +Eliminate,Eliminate,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses +Eliminate,Eliminate,Contact,Contact +Eliminate,Eliminate,Penalties,Penalties Eliminate,Eliminate,Enemies,Enemies -Eliminate,Eliminate,Player Elimination,PlayerElimination Eliminate,Eliminate,Boss Monsters,BossMonsters -Eliminate,Eliminate,Units,Units -Eliminate,Eliminate,Resource Generators,ResourceGenerators +Eliminate,Eliminate,Aim & Shoot,Aim&Shoot +Eliminate,Eliminate,Player Elimination,PlayerElimination Eliminate,Eliminate,Evade,Evade -Eliminate,Eliminate,Last Man Standing,LastManStanding -Eliminate,Eliminate,Contact,Contact +Eliminate,Eliminate,Units,Units Safe Havens,SafeHavens,Save Points,SavePoints -Safe Havens,SafeHavens,Rescue,Rescue -Safe Havens,SafeHavens,Stimulated Planning,StimulatedPlanning -Safe Havens,SafeHavens,Strategic Locations,StrategicLocations Safe Havens,SafeHavens,Negotiation,Negotiation -Safe Havens,SafeHavens,Dynamic Alliances,DynamicAlliances Safe Havens,SafeHavens,Inaccessible Areas,InaccessibleAreas -Safe Havens,SafeHavens,Spawn Points,SpawnPoints -Safe Havens,SafeHavens,Experimenting,Experimenting -Safe Havens,SafeHavens,Time Limits,TimeLimits +Safe Havens,SafeHavens,Strategic Locations,StrategicLocations Safe Havens,SafeHavens,Deadly Traps,DeadlyTraps Safe Havens,SafeHavens,Goal Points,GoalPoints -Safe Havens,SafeHavens,Spawning,Spawning +Safe Havens,SafeHavens,Time Limits,TimeLimits Safe Havens,SafeHavens,Traverse,Traverse +Safe Havens,SafeHavens,Spawn Points,SpawnPoints +Safe Havens,SafeHavens,Rescue,Rescue +Safe Havens,SafeHavens,Spawning,Spawning +Safe Havens,SafeHavens,Dynamic Alliances,DynamicAlliances Safe Havens,SafeHavens,Stealth,Stealth -Team Development,TeamDevelopment,Privileged Abilities,PrivilegedAbilities -Team Development,TeamDevelopment,Social Organizations,SocialOrganizations -Team Development,TeamDevelopment,Resource Management,ResourceManagement -Team Development,TeamDevelopment,Competence Areas,CompetenceAreas -Team Development,TeamDevelopment,Dynamic Alliances,DynamicAlliances -Team Development,TeamDevelopment,Team Play,TeamPlay -Team Development,TeamDevelopment,Team Balance,TeamBalance -Team Development,TeamDevelopment,Investments,Investments -Team Development,TeamDevelopment,New Abilities,NewAbilities -Team Development,TeamDevelopment,Planned Character Development,PlannedCharacterDevelopment +Safe Havens,SafeHavens,Stimulated Planning,StimulatedPlanning +Safe Havens,SafeHavens,Experimenting,Experimenting Team Development,TeamDevelopment,Skills,Skills +Team Development,TeamDevelopment,Investments,Investments Team Development,TeamDevelopment,Extra-Game Actions,Extra-GameActions -Team Development,TeamDevelopment,Meta Games,MetaGames -Team Development,TeamDevelopment,Asymmetric Abilities,AsymmetricAbilities Team Development,TeamDevelopment,Improved Abilities,ImprovedAbilities +Team Development,TeamDevelopment,Competence Areas,CompetenceAreas +Team Development,TeamDevelopment,Meta Games,MetaGames +Team Development,TeamDevelopment,New Abilities,NewAbilities Team Development,TeamDevelopment,Roleplaying,Roleplaying -Delivery,Delivery,Traverse,Traverse -Delivery,Delivery,Gain Ownership,GainOwnership -Delivery,Delivery,Pick-Ups,Pick-Ups +Team Development,TeamDevelopment,Privileged Abilities,PrivilegedAbilities +Team 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Foresight,LimitedForesight -Exploration,Exploration,Strategic Locations,StrategicLocations -Exploration,Exploration,Race,Race +Delivery,Delivery,Evade,Evade +Delivery,Delivery,Traverse,Traverse +Delivery,Delivery,Gain Ownership,GainOwnership Exploration,Exploration,Memorizing,Memorizing -Exploration,Exploration,Emotional Immersion,EmotionalImmersion -Exploration,Exploration,Game World,GameWorld -Exploration,Exploration,Gain Information,GainInformation -Exploration,Exploration,Imperfect Information,ImperfectInformation -Exploration,Exploration,Resources,Resources -Exploration,Exploration,Obstacles,Obstacles -Exploration,Exploration,Tile-Laying,Tile-Laying -Exploration,Exploration,Fog of War,FogofWar -Exploration,Exploration,Deadly Traps,DeadlyTraps Exploration,Exploration,Uncertainty of Information,UncertaintyofInformation -Exploration,Exploration,Traverse,Traverse -Exploration,Exploration,Secret Resources,SecretResources +Exploration,Exploration,Shared Resources,SharedResources 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+Producers,Producers,Ownership,Ownership +Producers,Producers,Producer-Consumer,Producer-Consumer Producers,Producers,Construction,Construction -Producers,Producers,Game World,GameWorld -Producers,Producers,Resources,Resources +Producers,Producers,Area Control,AreaControl Producers,Producers,Spawning,Spawning -Producers,Producers,Power-Ups,Power-Ups -Producers,Producers,Tradeoffs,Tradeoffs Producers,Producers,Avatars,Avatars -Producers,Producers,Resource Management,ResourceManagement -Producers,Producers,Empowerment,Empowerment -Producers,Producers,Privileged Abilities,PrivilegedAbilities -Producers,Producers,Units,Units +Producers,Producers,Characters,Characters +Producers,Producers,Renewable Resources,RenewableResources Producers,Producers,Spawn Points,SpawnPoints Producers,Producers,Extended Actions,ExtendedActions -Producers,Producers,Ownership,Ownership -Spawning,Spawning,Team Elimination,TeamElimination -Spawning,Spawning,Save-Load Cycles,Save-LoadCycles 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Effects,BalancingEffects -Spawning,Spawning,Narrative Structures,NarrativeStructures -Spawning,Spawning,Lives,Lives +Spawning,Spawning,Spawn Points,SpawnPoints +Spawning,Spawning,Player Balance,PlayerBalance Spawning,Spawning,Penalties,Penalties Spawning,Spawning,Game Pauses,GamePauses -Spawning,Spawning,Team Balance,TeamBalance -Spawning,Spawning,Player Balance,PlayerBalance -Spawning,Spawning,Early Elimination,EarlyElimination -Spawning,Spawning,Irreversible Actions,IrreversibleActions -Spawning,Spawning,Producers,Producers -Spawning,Spawning,Camping,Camping -Spawning,Spawning,Downtime,Downtime -Spawning,Spawning,Safe Havens,SafeHavens Spawning,Spawning,Tools,Tools -Spawning,Spawning,Consistent Reality Logic,ConsistentRealityLogic -Spawning,Spawning,Risk/Reward,RiskReward +Spawning,Spawning,Lives,Lives +Spawning,Spawning,Narrative Structures,NarrativeStructures +Spawning,Spawning,Irreversible Actions,IrreversibleActions +Spawning,Spawning,Inaccessible Areas,InaccessibleAreas 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Actions,InterruptibleActions -Attention Swapping,AttentionSwapping,Emotional Immersion,EmotionalImmersion +Attention Swapping,AttentionSwapping,Cameras,Cameras Attention Swapping,AttentionSwapping,Stimulated Planning,StimulatedPlanning -Attention Swapping,AttentionSwapping,Right Level of Difficulty,RightLevelofDifficulty -Attention Swapping,AttentionSwapping,Cognitive Immersion,CognitiveImmersion -Attention Swapping,AttentionSwapping,Real-Time Games,Real-TimeGames -Attention Swapping,AttentionSwapping,Right Level of Complexity,RightLevelofComplexity +Attention Swapping,AttentionSwapping,Spatial Immersion,SpatialImmersion Attention Swapping,AttentionSwapping,Disruption of Focused Attention,DisruptionofFocusedAttention +Attention Swapping,AttentionSwapping,Maneuvering,Maneuvering +Attention Swapping,AttentionSwapping,Interruptible Actions,InterruptibleActions +Attention Swapping,AttentionSwapping,Area Control,AreaControl Attention Swapping,AttentionSwapping,Conflict,Conflict -Attention 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Management,ResourceManagement +Attention Swapping,AttentionSwapping,Tradeoffs,Tradeoffs +Attention Swapping,AttentionSwapping,Units,Units +Attention Swapping,AttentionSwapping,Cognitive Immersion,CognitiveImmersion +Evade,Evade,Delivery,Delivery +Evade,Evade,Capture,Capture +Evade,Evade,Movement Limitations,MovementLimitations +Evade,Evade,Lives,Lives +Evade,Evade,Tension,Tension Evade,Evade,Eliminate,Eliminate -Evade,Evade,Traverse,Traverse -Evade,Evade,Enemies,Enemies +Evade,Evade,Puzzle Solving,PuzzleSolving Evade,Evade,Continuous Goals,ContinuousGoals -Evade,Evade,Damage,Damage -Evade,Evade,Units,Units -Evade,Evade,Movement Limitations,MovementLimitations +Evade,Evade,Movement,Movement Evade,Evade,Deadly Traps,DeadlyTraps -Evade,Evade,Delivery,Delivery Evade,Evade,Time Limits,TimeLimits Evade,Evade,Aim & Shoot,Aim&Shoot -Evade,Evade,Lives,Lives -Evade,Evade,Puzzle Solving,PuzzleSolving -Evade,Evade,Movement,Movement -Evade,Evade,Preventing Goals,PreventingGoals -Evade,Evade,Capture,Capture -Evade,Evade,Tension,Tension +Evade,Evade,Damage,Damage +Evade,Evade,Enemies,Enemies Evade,Evade,Stealth,Stealth -Empowerment,Empowerment,Role Reversal,RoleReversal -Empowerment,Empowerment,Social Statuses,SocialStatuses -Empowerment,Empowerment,Team Play,TeamPlay -Empowerment,Empowerment,Narrative Structures,NarrativeStructures +Evade,Evade,Preventing Goals,PreventingGoals +Evade,Evade,Units,Units +Evade,Evade,Traverse,Traverse +Empowerment,Empowerment,Converters,Converters +Empowerment,Empowerment,Memorizing,Memorizing Empowerment,Empowerment,Player Decided Results,PlayerDecidedResults -Empowerment,Empowerment,Gain Competence,GainCompetence +Empowerment,Empowerment,Competence Areas,CompetenceAreas +Empowerment,Empowerment,Freedom of Choice,FreedomofChoice Empowerment,Empowerment,Game Mastery,GameMastery -Empowerment,Empowerment,Emotional Immersion,EmotionalImmersion +Empowerment,Empowerment,Team Play,TeamPlay +Empowerment,Empowerment,Gain Competence,GainCompetence Empowerment,Empowerment,Stimulated Planning,StimulatedPlanning -Empowerment,Empowerment,Creative Control,CreativeControl -Empowerment,Empowerment,Right Level of Difficulty,RightLevelofDifficulty -Empowerment,Empowerment,Team Balance,TeamBalance -Empowerment,Empowerment,New Abilities,NewAbilities -Empowerment,Empowerment,Player Balance,PlayerBalance -Empowerment,Empowerment,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses -Empowerment,Empowerment,Producers,Producers -Empowerment,Empowerment,Competence Areas,CompetenceAreas +Empowerment,Empowerment,Role Reversal,RoleReversal +Empowerment,Empowerment,Social Statuses,SocialStatuses Empowerment,Empowerment,Game Masters,GameMasters -Empowerment,Empowerment,Strategic Knowledge,StrategicKnowledge -Empowerment,Empowerment,Red Queen Dilemmas,RedQueenDilemmas -Empowerment,Empowerment,Converters,Converters -Empowerment,Empowerment,Privileged Abilities,PrivilegedAbilities Empowerment,Empowerment,Time Limits,TimeLimits -Empowerment,Empowerment,Self-Facilitated Games,Self-FacilitatedGames -Empowerment,Empowerment,Player Constructed Worlds,PlayerConstructedWorlds -Empowerment,Empowerment,Freedom of Choice,FreedomofChoice -Empowerment,Empowerment,Memorizing,Memorizing +Empowerment,Empowerment,Producers,Producers +Empowerment,Empowerment,Emotional Immersion,EmotionalImmersion Empowerment,Empowerment,Improved Abilities,ImprovedAbilities -Player Decided Results,PlayerDecidedResults,Alliances,Alliances -Player Decided Results,PlayerDecidedResults,Predictable Consequences,PredictableConsequences -Player Decided Results,PlayerDecidedResults,Social Statuses,SocialStatuses -Player Decided Results,PlayerDecidedResults,Balancing Effects,BalancingEffects +Empowerment,Empowerment,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses +Empowerment,Empowerment,Strategic Knowledge,StrategicKnowledge +Empowerment,Empowerment,New Abilities,NewAbilities +Empowerment,Empowerment,Player Constructed Worlds,PlayerConstructedWorlds +Empowerment,Empowerment,Team Balance,TeamBalance +Empowerment,Empowerment,Right Level of Difficulty,RightLevelofDifficulty +Empowerment,Empowerment,Player Balance,PlayerBalance +Empowerment,Empowerment,Self-Facilitated Games,Self-FacilitatedGames +Empowerment,Empowerment,Narrative Structures,NarrativeStructures +Empowerment,Empowerment,Privileged Abilities,PrivilegedAbilities +Empowerment,Empowerment,Creative Control,CreativeControl +Empowerment,Empowerment,Red Queen Dilemmas,RedQueenDilemmas Player Decided Results,PlayerDecidedResults,Limited Planning Ability,LimitedPlanningAbility -Player Decided Results,PlayerDecidedResults,Storytelling,Storytelling Player Decided Results,PlayerDecidedResults,Secret Alliances,SecretAlliances -Player Decided Results,PlayerDecidedResults,Team Balance,TeamBalance -Player Decided Results,PlayerDecidedResults,Player Balance,PlayerBalance -Player Decided Results,PlayerDecidedResults,Social Interaction,SocialInteraction -Player Decided Results,PlayerDecidedResults,Delayed Reciprocity,DelayedReciprocity -Player Decided Results,PlayerDecidedResults,Collaborative Actions,CollaborativeActions +Player Decided Results,PlayerDecidedResults,Storytelling,Storytelling +Player Decided Results,PlayerDecidedResults,Social Statuses,SocialStatuses Player Decided Results,PlayerDecidedResults,Social Organizations,SocialOrganizations -Player Decided Results,PlayerDecidedResults,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties -Player Decided Results,PlayerDecidedResults,Betrayal,Betrayal -Player Decided Results,PlayerDecidedResults,Empowerment,Empowerment Player Decided Results,PlayerDecidedResults,Game Masters,GameMasters +Player Decided Results,PlayerDecidedResults,Predictable Consequences,PredictableConsequences +Player Decided Results,PlayerDecidedResults,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties Player Decided Results,PlayerDecidedResults,Perceived Chance to Succeed,PerceivedChancetoSucceed -Player Decided Results,PlayerDecidedResults,Negotiation,Negotiation -Player Decided Results,PlayerDecidedResults,Self-Facilitated Games,Self-FacilitatedGames Player Decided Results,PlayerDecidedResults,Player Constructed Worlds,PlayerConstructedWorlds -Area Control,AreaControl,Strategic Locations,StrategicLocations -Area Control,AreaControl,Gain Ownership,GainOwnership -Area Control,AreaControl,Team Play,TeamPlay -Area Control,AreaControl,Reconnaissance,Reconnaissance -Area Control,AreaControl,Race,Race -Area Control,AreaControl,Contact,Contact -Area Control,AreaControl,Movement Limitations,MovementLimitations -Area Control,AreaControl,Penalties,Penalties -Area Control,AreaControl,Stealth,Stealth -Area Control,AreaControl,Emotional Immersion,EmotionalImmersion -Area Control,AreaControl,Interferable Goals,InterferableGoals -Area 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Control,TransferofControl Area Control,AreaControl,Producers,Producers -Area Control,AreaControl,Tradeoffs,Tradeoffs -Area Control,AreaControl,Combat,Combat -Area Control,AreaControl,Trading,Trading +Area Control,AreaControl,Emotional Immersion,EmotionalImmersion +Area Control,AreaControl,Movement Limitations,MovementLimitations +Area Control,AreaControl,Transfer of Control,TransferofControl +Area Control,AreaControl,Focus Loci,FocusLoci Area Control,AreaControl,Strategic Knowledge,StrategicKnowledge -Area Control,AreaControl,Overcome,Overcome -Area Control,AreaControl,Risk/Reward,RiskReward -Area Control,AreaControl,Privileged Abilities,PrivilegedAbilities +Area Control,AreaControl,Trading,Trading +Area Control,AreaControl,Contact,Contact +Area Control,AreaControl,Resources,Resources +Area Control,AreaControl,Penalties,Penalties +Area Control,AreaControl,Gain Ownership,GainOwnership Area Control,AreaControl,Rewards,Rewards -Area Control,AreaControl,Continuous Goals,ContinuousGoals Area Control,AreaControl,Extended Actions,ExtendedActions -Area Control,AreaControl,Goal Points,GoalPoints -Area Control,AreaControl,Game State Overview,GameStateOverview -Area Control,AreaControl,Focus Loci,FocusLoci -Area Control,AreaControl,Selectable Sets of Goals,SelectableSetsofGoals -Area Control,AreaControl,Ownership,Ownership -Cameras,Cameras,Consistent Reality Logic,ConsistentRealityLogic +Area Control,AreaControl,Privileged Abilities,PrivilegedAbilities +Area Control,AreaControl,Continuous Goals,ContinuousGoals +Area Control,AreaControl,Strategic Locations,StrategicLocations +Area Control,AreaControl,Reconnaissance,Reconnaissance +Area Control,AreaControl,Tradeoffs,Tradeoffs +Area Control,AreaControl,Traverse,Traverse +Cameras,Cameras,Extra-Game Actions,Extra-GameActions +Cameras,Cameras,Spatial Immersion,SpatialImmersion Cameras,Cameras,God Views,GodViews +Cameras,Cameras,Consistent Reality Logic,ConsistentRealityLogic Cameras,Cameras,Fog of War,FogofWar -Cameras,Cameras,Units,Units -Cameras,Cameras,Extra-Game Actions,Extra-GameActions Cameras,Cameras,Attention Swapping,AttentionSwapping -Cameras,Cameras,Spatial Immersion,SpatialImmersion Cameras,Cameras,Tradeoffs,Tradeoffs -Red Herrings,RedHerrings,Fog of War,FogofWar -Red Herrings,RedHerrings,Imperfect Information,ImperfectInformation -Red Herrings,RedHerrings,Helpers,Helpers -Red Herrings,RedHerrings,Right Level of Complexity,RightLevelofComplexity -Red Herrings,RedHerrings,Varied Gameplay,VariedGameplay +Cameras,Cameras,Units,Units Red Herrings,RedHerrings,Anticipation,Anticipation -Red Herrings,RedHerrings,Disruption of Focused Attention,DisruptionofFocusedAttention -Red Herrings,RedHerrings,Narrative Structures,NarrativeStructures Red Herrings,RedHerrings,Traces,Traces Red Herrings,RedHerrings,Perfect Information,PerfectInformation -Red Herrings,RedHerrings,Conceal,Conceal +Red Herrings,RedHerrings,Right Level of Complexity,RightLevelofComplexity +Red Herrings,RedHerrings,Disruption of Focused Attention,DisruptionofFocusedAttention +Red Herrings,RedHerrings,Tension,Tension +Red Herrings,RedHerrings,Narrative Structures,NarrativeStructures +Red Herrings,RedHerrings,Indirect Information,IndirectInformation +Red Herrings,RedHerrings,Imperfect Information,ImperfectInformation Red Herrings,RedHerrings,Clues,Clues -Red Herrings,RedHerrings,Supporting Goals,SupportingGoals +Red Herrings,RedHerrings,Fog of War,FogofWar +Red Herrings,RedHerrings,Conceal,Conceal Red Herrings,RedHerrings,Direct Information,DirectInformation +Red Herrings,RedHerrings,Supporting Goals,SupportingGoals +Red Herrings,RedHerrings,Helpers,Helpers +Red Herrings,RedHerrings,Varied Gameplay,VariedGameplay Red Herrings,RedHerrings,Surprises,Surprises -Red Herrings,RedHerrings,Tension,Tension -Red Herrings,RedHerrings,Indirect Information,IndirectInformation -Geometric Rewards for Investments,GeometricRewardsforInvestments,Risk/Reward,RiskReward +Geometric Rewards for Investments,GeometricRewardsforInvestments,Timing,Timing +Geometric Rewards for Investments,GeometricRewardsforInvestments,Investments,Investments Geometric Rewards for Investments,GeometricRewardsforInvestments,Rewards,Rewards -Geometric Rewards for Investments,GeometricRewardsforInvestments,Arithmetic Rewards for Investments,ArithmeticRewardsforInvestments +Geometric Rewards for Investments,GeometricRewardsforInvestments,Transfer of Control,TransferofControl Geometric Rewards for Investments,GeometricRewardsforInvestments,Collecting,Collecting -Geometric Rewards for Investments,GeometricRewardsforInvestments,Trading,Trading -Geometric Rewards for Investments,GeometricRewardsforInvestments,Combos,Combos +Geometric Rewards for Investments,GeometricRewardsforInvestments,Tension,Tension Geometric Rewards for Investments,GeometricRewardsforInvestments,Diminishing Returns,DiminishingReturns +Geometric Rewards for Investments,GeometricRewardsforInvestments,Trading,Trading Geometric Rewards for Investments,GeometricRewardsforInvestments,Extended Actions,ExtendedActions -Geometric Rewards for Investments,GeometricRewardsforInvestments,Investments,Investments +Geometric Rewards for Investments,GeometricRewardsforInvestments,Risk/Reward,RiskReward +Geometric Rewards for Investments,GeometricRewardsforInvestments,Combos,Combos Geometric Rewards for Investments,GeometricRewardsforInvestments,Player Balance,PlayerBalance -Geometric Rewards for Investments,GeometricRewardsforInvestments,Transfer of Control,TransferofControl -Geometric Rewards for Investments,GeometricRewardsforInvestments,Tension,Tension -Geometric Rewards for Investments,GeometricRewardsforInvestments,Timing,Timing -Early Elimination,EarlyElimination,Player Elimination,PlayerElimination +Geometric Rewards for Investments,GeometricRewardsforInvestments,Arithmetic Rewards for Investments,ArithmeticRewardsforInvestments Early Elimination,EarlyElimination,Downtime,Downtime -Early 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Balance,TeamBalance +Player Balance,PlayerBalance,Balancing Effects,BalancingEffects +Player Balance,PlayerBalance,Right Level of Difficulty,RightLevelofDifficulty +Player Balance,PlayerBalance,Paper-Rock-Scissors,Paper-Rock-Scissors Player Balance,PlayerBalance,Privileged Movement,PrivilegedMovement +Player Balance,PlayerBalance,Diminishing Returns,DiminishingReturns +Player Balance,PlayerBalance,Multiplayer Games,MultiplayerGames Player Balance,PlayerBalance,Illusion of Influence,IllusionofInfluence -Rewards,Rewards,Area Control,AreaControl +Player Balance,PlayerBalance,Negotiation,Negotiation +Player Balance,PlayerBalance,Privileged Abilities,PrivilegedAbilities +Player Balance,PlayerBalance,Strategic Locations,StrategicLocations +Player Balance,PlayerBalance,Non-Renewable Resources,Non-RenewableResources +Player Balance,PlayerBalance,Asymmetric Abilities,AsymmetricAbilities +Player Balance,PlayerBalance,Competition,Competition +Player Balance,PlayerBalance,Empowerment,Empowerment 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Characteristics,DynamicGoalCharacteristics,Resource Generators,ResourceGenerators -Dynamic Goal Characteristics,DynamicGoalCharacteristics,Perceivable Margins,PerceivableMargins Dynamic Goal Characteristics,DynamicGoalCharacteristics,Narrative Structures,NarrativeStructures -Dynamic Goal Characteristics,DynamicGoalCharacteristics,Excluding Goals,ExcludingGoals +Dynamic Goal Characteristics,DynamicGoalCharacteristics,Resource Generators,ResourceGenerators Dynamic Goal Characteristics,DynamicGoalCharacteristics,Planned Character Development,PlannedCharacterDevelopment Dynamic Goal Characteristics,DynamicGoalCharacteristics,Unknown Goals,UnknownGoals -Timing,Timing,Configuration,Configuration +Timing,Timing,Rhythm-Based Actions,Rhythm-BasedActions Timing,Timing,Game Mastery,GameMastery -Timing,Timing,Stimulated Planning,StimulatedPlanning +Timing,Timing,Combat,Combat +Timing,Timing,Delayed Effects,DelayedEffects Timing,Timing,Real-Time Games,Real-TimeGames 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Consequences,PredictableConsequences -Outcome Indicators,OutcomeIndicators,Near Miss Indicators,NearMissIndicators -Outcome Indicators,OutcomeIndicators,Public Information,PublicInformation -Outcome Indicators,OutcomeIndicators,Rewards,Rewards +Timing,Timing,Collaborative Actions,CollaborativeActions +Timing,Timing,Aim & Shoot,Aim&Shoot Outcome Indicators,OutcomeIndicators,Uncertainty of Information,UncertaintyofInformation +Outcome Indicators,OutcomeIndicators,Rewards,Rewards Outcome Indicators,OutcomeIndicators,Perfect Information,PerfectInformation -Outcome Indicators,OutcomeIndicators,Game State Overview,GameStateOverview +Outcome Indicators,OutcomeIndicators,Public Information,PublicInformation Outcome Indicators,OutcomeIndicators,Direct Information,DirectInformation +Outcome Indicators,OutcomeIndicators,Predictable Consequences,PredictableConsequences +Outcome Indicators,OutcomeIndicators,Game State Overview,GameStateOverview +Outcome Indicators,OutcomeIndicators,Near Miss Indicators,NearMissIndicators Player Constructed Worlds,PlayerConstructedWorlds,Emotional Immersion,EmotionalImmersion -Player Constructed Worlds,PlayerConstructedWorlds,Creative Control,CreativeControl Player Constructed Worlds,PlayerConstructedWorlds,Storytelling,Storytelling -Player Constructed Worlds,PlayerConstructedWorlds,Game World,GameWorld -Player Constructed Worlds,PlayerConstructedWorlds,Strategic Locations,StrategicLocations -Player Constructed Worlds,PlayerConstructedWorlds,Tile-Laying,Tile-Laying -Player Constructed Worlds,PlayerConstructedWorlds,Self-Facilitated Games,Self-FacilitatedGames -Player Constructed Worlds,PlayerConstructedWorlds,Empowerment,Empowerment -Player Constructed Worlds,PlayerConstructedWorlds,Narrative Structures,NarrativeStructures Player Constructed Worlds,PlayerConstructedWorlds,Player Decided Results,PlayerDecidedResults -Player Constructed Worlds,PlayerConstructedWorlds,Planned Character Development,PlannedCharacterDevelopment +Player 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Worlds,PlayerConstructedWorlds,Constructive Play,ConstructivePlay -Player Constructed Worlds,PlayerConstructedWorlds,Construction,Construction Player Constructed Worlds,PlayerConstructedWorlds,Persistent Game Worlds,PersistentGameWorlds -Player Constructed Worlds,PlayerConstructedWorlds,Never Ending Stories,NeverEndingStories -Player Constructed Worlds,PlayerConstructedWorlds,Roleplaying,Roleplaying -Discard Piles,DiscardPiles,Stimulated Planning,StimulatedPlanning +Player Constructed Worlds,PlayerConstructedWorlds,Planned Character Development,PlannedCharacterDevelopment +Discard Piles,DiscardPiles,Memorizing,Memorizing Discard Piles,DiscardPiles,Analysis Paralysis,AnalysisParalysis Discard Piles,DiscardPiles,Tiles,Tiles -Discard Piles,DiscardPiles,Memorizing,Memorizing Discard Piles,DiscardPiles,Cards,Cards -First-Person Views,First-PersonViews,Public Information,PublicInformation +Discard Piles,DiscardPiles,Stimulated Planning,StimulatedPlanning First-Person Views,First-PersonViews,Avatars,Avatars -First-Person Views,First-PersonViews,Fog of War,FogofWar -First-Person Views,First-PersonViews,Game World,GameWorld -First-Person Views,First-PersonViews,God Views,GodViews +First-Person Views,First-PersonViews,Spatial Immersion,SpatialImmersion +First-Person Views,First-PersonViews,Public Information,PublicInformation First-Person Views,First-PersonViews,Dexterity-Based Actions,Dexterity-BasedActions -First-Person Views,First-PersonViews,Maneuvering,Maneuvering -First-Person Views,First-PersonViews,Aim & Shoot,Aim&Shoot +First-Person Views,First-PersonViews,God Views,GodViews First-Person Views,First-PersonViews,Status Indicators,StatusIndicators +First-Person Views,First-PersonViews,Fog of War,FogofWar First-Person Views,First-PersonViews,Game State Overview,GameStateOverview -First-Person Views,First-PersonViews,Spatial Immersion,SpatialImmersion -Narrative Structures,NarrativeStructures,Role Reversal,RoleReversal -Narrative 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-Narrative Structures,NarrativeStructures,Immersion,Immersion -Narrative Structures,NarrativeStructures,Randomness,Randomness -Narrative Structures,NarrativeStructures,Hierarchy of Goals,HierarchyofGoals +Narrative Structures,NarrativeStructures,Limited Foresight,LimitedForesight +Narrative Structures,NarrativeStructures,Replayability,Replayability +Narrative Structures,NarrativeStructures,Achilles' Heels,Achilles'Heels Narrative Structures,NarrativeStructures,Levels,Levels -Narrative Structures,NarrativeStructures,Identification,Identification -Narrative Structures,NarrativeStructures,Incompatible Goals,IncompatibleGoals -Narrative Structures,NarrativeStructures,Alternative Reality,AlternativeReality +Narrative Structures,NarrativeStructures,Character Development,CharacterDevelopment +Narrative Structures,NarrativeStructures,Storytelling,Storytelling Narrative Structures,NarrativeStructures,Anticipation,Anticipation -Narrative Structures,NarrativeStructures,Betrayal,Betrayal -Narrative Structures,NarrativeStructures,Empowerment,Empowerment +Narrative Structures,NarrativeStructures,Ultra-Powerful Events,Ultra-PowerfulEvents +Narrative Structures,NarrativeStructures,Role Reversal,RoleReversal +Narrative Structures,NarrativeStructures,Reversability,Reversability +Narrative Structures,NarrativeStructures,Immersion,Immersion Narrative Structures,NarrativeStructures,Game Masters,GameMasters -Narrative Structures,NarrativeStructures,Clues,Clues -Narrative Structures,NarrativeStructures,Extra-Game Consequences,Extra-GameConsequences -Narrative Structures,NarrativeStructures,Surprises,Surprises -Narrative Structures,NarrativeStructures,Consistent Reality Logic,ConsistentRealityLogic Narrative Structures,NarrativeStructures,Leaps of Faith,LeapsofFaith +Narrative Structures,NarrativeStructures,Hierarchy of Goals,HierarchyofGoals +Narrative Structures,NarrativeStructures,Consistent Reality Logic,ConsistentRealityLogic +Narrative Structures,NarrativeStructures,Ephemeral Goals,EphemeralGoals +Narrative Structures,NarrativeStructures,Hovering Closures,HoveringClosures +Narrative Structures,NarrativeStructures,Alternative Reality,AlternativeReality Narrative Structures,NarrativeStructures,Dynamic Goal Characteristics,DynamicGoalCharacteristics -Narrative Structures,NarrativeStructures,Never Ending Stories,NeverEndingStories -Narrative Structures,NarrativeStructures,Perceived Chance to Succeed,PerceivedChancetoSucceed -Narrative Structures,NarrativeStructures,Privileged Movement,PrivilegedMovement -Narrative Structures,NarrativeStructures,Illusionary Rewards,IllusionaryRewards -Narrative Structures,NarrativeStructures,Rewards,Rewards -Narrative Structures,NarrativeStructures,Enemies,Enemies +Narrative Structures,NarrativeStructures,Spawning,Spawning +Narrative Structures,NarrativeStructures,Extra-Game Consequences,Extra-GameConsequences +Narrative Structures,NarrativeStructures,Player Defined Goals,PlayerDefinedGoals +Narrative Structures,NarrativeStructures,Incompatible Goals,IncompatibleGoals Narrative Structures,NarrativeStructures,Limited Set of Actions,LimitedSetofActions +Narrative Structures,NarrativeStructures,Emotional Immersion,EmotionalImmersion +Narrative Structures,NarrativeStructures,Perceived Chance to Succeed,PerceivedChancetoSucceed +Narrative Structures,NarrativeStructures,Identification,Identification Narrative Structures,NarrativeStructures,Single-Player Games,Single-PlayerGames -Narrative Structures,NarrativeStructures,Reversability,Reversability -Narrative Structures,NarrativeStructures,Achilles' Heels,Achilles'Heels -Narrative Structures,NarrativeStructures,Player Defined Goals,PlayerDefinedGoals -Narrative Structures,NarrativeStructures,Self-Facilitated Games,Self-FacilitatedGames +Narrative Structures,NarrativeStructures,Right Level of Complexity,RightLevelofComplexity +Narrative Structures,NarrativeStructures,Characters,Characters +Narrative Structures,NarrativeStructures,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses Narrative Structures,NarrativeStructures,Red Herrings,RedHerrings +Narrative Structures,NarrativeStructures,Illusionary Rewards,IllusionaryRewards Narrative Structures,NarrativeStructures,Player Constructed Worlds,PlayerConstructedWorlds -Narrative Structures,NarrativeStructures,Game State Overview,GameStateOverview -Narrative Structures,NarrativeStructures,Freedom of Choice,FreedomofChoice +Narrative Structures,NarrativeStructures,Indirect Information,IndirectInformation +Narrative Structures,NarrativeStructures,Randomness,Randomness +Narrative Structures,NarrativeStructures,New Abilities,NewAbilities +Narrative Structures,NarrativeStructures,Ability Losses,AbilityLosses +Narrative Structures,NarrativeStructures,Right Level of Difficulty,RightLevelofDifficulty +Narrative Structures,NarrativeStructures,Betrayal,Betrayal +Narrative Structures,NarrativeStructures,Penalties,Penalties +Narrative Structures,NarrativeStructures,Enemies,Enemies +Narrative Structures,NarrativeStructures,Varied Gameplay,VariedGameplay +Narrative Structures,NarrativeStructures,Dedicated Game Facilitators,DedicatedGameFacilitators +Narrative Structures,NarrativeStructures,Collection,Collection Narrative Structures,NarrativeStructures,Unknown Goals,UnknownGoals -Narrative Structures,NarrativeStructures,Trans-Game Information,Trans-GameInformation +Narrative Structures,NarrativeStructures,Surprises,Surprises +Narrative Structures,NarrativeStructures,Closure Points,ClosurePoints +Narrative Structures,NarrativeStructures,Rewards,Rewards +Narrative Structures,NarrativeStructures,Privileged Movement,PrivilegedMovement +Narrative Structures,NarrativeStructures,Rescue,Rescue +Narrative Structures,NarrativeStructures,Self-Facilitated Games,Self-FacilitatedGames Narrative Structures,NarrativeStructures,Illusion of Influence,IllusionofInfluence -Narrative Structures,NarrativeStructures,Replayability,Replayability -Budgeted Action Points,BudgetedActionPoints,Varied Gameplay,VariedGameplay -Budgeted Action Points,BudgetedActionPoints,Balancing Effects,BalancingEffects -Budgeted Action Points,BudgetedActionPoints,Characters,Characters -Budgeted Action Points,BudgetedActionPoints,Tick-Based Games,Tick-BasedGames +Narrative Structures,NarrativeStructures,Irreversible Actions,IrreversibleActions +Narrative Structures,NarrativeStructures,Roleplaying,Roleplaying +Narrative Structures,NarrativeStructures,Trans-Game Information,Trans-GameInformation +Narrative Structures,NarrativeStructures,Never Ending Stories,NeverEndingStories +Narrative Structures,NarrativeStructures,Empowerment,Empowerment +Narrative Structures,NarrativeStructures,Persistent Game Worlds,PersistentGameWorlds +Narrative Structures,NarrativeStructures,Creative Control,CreativeControl +Narrative Structures,NarrativeStructures,Planned Character Development,PlannedCharacterDevelopment +Narrative Structures,NarrativeStructures,Traverse,Traverse +Budgeted Action Points,BudgetedActionPoints,Analysis Paralysis,AnalysisParalysis +Budgeted Action Points,BudgetedActionPoints,Freedom of Choice,FreedomofChoice +Budgeted Action Points,BudgetedActionPoints,Combat,Combat +Budgeted Action Points,BudgetedActionPoints,Real-Time Games,Real-TimeGames Budgeted Action Points,BudgetedActionPoints,Movement Limitations,MovementLimitations +Budgeted Action Points,BudgetedActionPoints,Investments,Investments +Budgeted Action Points,BudgetedActionPoints,Tick-Based Games,Tick-BasedGames +Budgeted Action Points,BudgetedActionPoints,Characters,Characters +Budgeted Action Points,BudgetedActionPoints,New Abilities,NewAbilities +Budgeted Action Points,BudgetedActionPoints,Movement,Movement Budgeted Action Points,BudgetedActionPoints,Renewable Resources,RenewableResources Budgeted Action Points,BudgetedActionPoints,Limited Resources,LimitedResources -Budgeted Action Points,BudgetedActionPoints,Cognitive Immersion,CognitiveImmersion -Budgeted Action Points,BudgetedActionPoints,Real-Time Games,Real-TimeGames -Budgeted Action Points,BudgetedActionPoints,Resources,Resources -Budgeted Action Points,BudgetedActionPoints,New Abilities,NewAbilities -Budgeted Action Points,BudgetedActionPoints,Tradeoffs,Tradeoffs -Budgeted Action Points,BudgetedActionPoints,Turn-Based Games,Turn-BasedGames -Budgeted Action Points,BudgetedActionPoints,Combat,Combat -Budgeted Action Points,BudgetedActionPoints,Analysis Paralysis,AnalysisParalysis -Budgeted Action Points,BudgetedActionPoints,Investments,Investments +Budgeted Action Points,BudgetedActionPoints,Balancing Effects,BalancingEffects +Budgeted Action Points,BudgetedActionPoints,Varied Gameplay,VariedGameplay Budgeted Action Points,BudgetedActionPoints,Skills,Skills +Budgeted Action Points,BudgetedActionPoints,Turn-Based Games,Turn-BasedGames Budgeted Action Points,BudgetedActionPoints,Privileged 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Goals,SelectableSetsofGoals +Excluding Goals,ExcludingGoals,Hierarchy of Goals,HierarchyofGoals +Excluding Goals,ExcludingGoals,Overcome,Overcome Excluding Goals,ExcludingGoals,Competition,Competition Excluding Goals,ExcludingGoals,Race,Race -Excluding Goals,ExcludingGoals,Preventing Goals,PreventingGoals -Excluding Goals,ExcludingGoals,Selectable Sets of Goals,SelectableSetsofGoals +Excluding Goals,ExcludingGoals,Tiebreakers,Tiebreakers Excluding Goals,ExcludingGoals,Dynamic Goal Characteristics,DynamicGoalCharacteristics -Excluding Goals,ExcludingGoals,Overcome,Overcome -Cooperation,Cooperation,Alliances,Alliances -Cooperation,Cooperation,Social Statuses,SocialStatuses -Cooperation,Cooperation,Team Play,TeamPlay -Cooperation,Cooperation,Social Dilemmas,SocialDilemmas -Cooperation,Cooperation,Mutual Goals,MutualGoals -Cooperation,Cooperation,Bidding,Bidding -Cooperation,Cooperation,Conflict,Conflict -Cooperation,Cooperation,Social Interaction,SocialInteraction 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Goals,PlayerDefinedGoals Penalties,Penalties,Shared Penalties,SharedPenalties +Penalties,Penalties,Eliminate,Eliminate +Penalties,Penalties,Extra-Game Consequences,Extra-GameConsequences +Penalties,Penalties,Limited Set of Actions,LimitedSetofActions +Penalties,Penalties,Emotional Immersion,EmotionalImmersion +Penalties,Penalties,Movement Limitations,MovementLimitations Penalties,Penalties,Save-Load Cycles,Save-LoadCycles -Penalties,Penalties,Player Killing,PlayerKilling -Penalties,Penalties,Social Statuses,SocialStatuses -Penalties,Penalties,Ephemeral Goals,EphemeralGoals +Penalties,Penalties,Identification,Identification +Penalties,Penalties,Characters,Characters Penalties,Penalties,Uncommitted Alliances,UncommittedAlliances -Penalties,Penalties,Ability Losses,AbilityLosses -Penalties,Penalties,Team Play,TeamPlay +Penalties,Penalties,Mutual Goals,MutualGoals +Penalties,Penalties,Strategic Knowledge,StrategicKnowledge Penalties,Penalties,Balancing Effects,BalancingEffects -Penalties,Penalties,Characters,Characters -Penalties,Penalties,Narrative Structures,NarrativeStructures +Penalties,Penalties,Betrayal,Betrayal +Penalties,Penalties,Dynamic Alliances,DynamicAlliances +Penalties,Penalties,No-Ops,No-Ops Penalties,Penalties,Lives,Lives +Penalties,Penalties,Skills,Skills +Penalties,Penalties,Rewards,Rewards Penalties,Penalties,Individual Penalties,IndividualPenalties -Penalties,Penalties,Movement Limitations,MovementLimitations -Penalties,Penalties,Game Mastery,GameMastery +Penalties,Penalties,Narrative Structures,NarrativeStructures +Penalties,Penalties,Privileged Abilities,PrivilegedAbilities Penalties,Penalties,Parallel Lives,ParallelLives -Penalties,Penalties,Emotional Immersion,EmotionalImmersion -Penalties,Penalties,Mutual Goals,MutualGoals -Penalties,Penalties,Resources,Resources -Penalties,Penalties,Committed Goals,CommittedGoals -Penalties,Penalties,Deadly Traps,DeadlyTraps -Penalties,Penalties,No-Ops,No-Ops -Penalties,Penalties,Spawning,Spawning 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-Penalties,Penalties,Units,Units -Penalties,Penalties,Limited Set of Actions,LimitedSetofActions Penalties,Penalties,Continuous Goals,ContinuousGoals -Penalties,Penalties,Shared Resources,SharedResources -Penalties,Penalties,Player Defined Goals,PlayerDefinedGoals -Penalties,Penalties,Freedom of Choice,FreedomofChoice +Penalties,Penalties,Ability Losses,AbilityLosses +Penalties,Penalties,Units,Units +Penalties,Penalties,Resources,Resources +Stealth,Stealth,Delivery,Delivery +Stealth,Stealth,Camping,Camping +Stealth,Stealth,Alarms,Alarms +Stealth,Stealth,Tension,Tension +Stealth,Stealth,Safe Havens,SafeHavens +Stealth,Stealth,Risk/Reward,RiskReward +Stealth,Stealth,Movement,Movement +Stealth,Stealth,Guard,Guard Stealth,Stealth,Area Control,AreaControl Stealth,Stealth,Rescue,Rescue -Stealth,Stealth,Stimulated Planning,StimulatedPlanning +Stealth,Stealth,Herd,Herd Stealth,Stealth,Reconnaissance,Reconnaissance -Stealth,Stealth,Guard,Guard -Stealth,Stealth,Risk/Reward,RiskReward +Stealth,Stealth,Tradeoffs,Tradeoffs +Stealth,Stealth,Evade,Evade +Stealth,Stealth,No-Ops,No-Ops Stealth,Stealth,Traverse,Traverse +Stealth,Stealth,Stimulated Planning,StimulatedPlanning Stealth,Stealth,Gain Ownership,GainOwnership -Stealth,Stealth,Camping,Camping -Stealth,Stealth,Herd,Herd -Stealth,Stealth,No-Ops,No-Ops -Stealth,Stealth,Delivery,Delivery -Stealth,Stealth,Safe Havens,SafeHavens -Stealth,Stealth,Evade,Evade -Stealth,Stealth,Movement,Movement -Stealth,Stealth,Tension,Tension -Stealth,Stealth,Alarms,Alarms -Stealth,Stealth,Tradeoffs,Tradeoffs +Dexterity-Based Actions,Dexterity-BasedActions,Spatial Immersion,SpatialImmersion Dexterity-Based Actions,Dexterity-BasedActions,Progress Indicators,ProgressIndicators -Dexterity-Based Actions,Dexterity-BasedActions,Combat,Combat -Dexterity-Based Actions,Dexterity-BasedActions,Real-Time Games,Real-TimeGames -Dexterity-Based Actions,Dexterity-BasedActions,First-Person Views,First-PersonViews Dexterity-Based Actions,Dexterity-BasedActions,Obstacles,Obstacles +Dexterity-Based Actions,Dexterity-BasedActions,Indirect Control,IndirectControl Dexterity-Based Actions,Dexterity-BasedActions,Disruption of Focused Attention,DisruptionofFocusedAttention -Dexterity-Based Actions,Dexterity-BasedActions,Sensory-Motoric Immersion,Sensory-MotoricImmersion Dexterity-Based Actions,Dexterity-BasedActions,Extended Actions,ExtendedActions -Dexterity-Based Actions,Dexterity-BasedActions,Maneuvering,Maneuvering -Dexterity-Based Actions,Dexterity-BasedActions,Third-Person Views,Third-PersonViews -Dexterity-Based Actions,Dexterity-BasedActions,Aim & Shoot,Aim&Shoot -Dexterity-Based Actions,Dexterity-BasedActions,Indirect Control,IndirectControl -Dexterity-Based Actions,Dexterity-BasedActions,Movement,Movement -Dexterity-Based Actions,Dexterity-BasedActions,Surprises,Surprises -Dexterity-Based Actions,Dexterity-BasedActions,Spatial Immersion,SpatialImmersion Dexterity-Based Actions,Dexterity-BasedActions,Game Mastery,GameMastery Dexterity-Based Actions,Dexterity-BasedActions,Overcome,Overcome -Dexterity-Based Actions,Dexterity-BasedActions,Polyathlons,Polyathlons -Incompatible Goals,IncompatibleGoals,Mutual Goals,MutualGoals -Incompatible Goals,IncompatibleGoals,Varied Gameplay,VariedGameplay -Incompatible Goals,IncompatibleGoals,Conflict,Conflict -Incompatible Goals,IncompatibleGoals,Competition,Competition -Incompatible Goals,IncompatibleGoals,Narrative Structures,NarrativeStructures +Dexterity-Based Actions,Dexterity-BasedActions,Combat,Combat +Dexterity-Based Actions,Dexterity-BasedActions,Movement,Movement +Dexterity-Based Actions,Dexterity-BasedActions,Sensory-Motoric Immersion,Sensory-MotoricImmersion +Dexterity-Based Actions,Dexterity-BasedActions,Real-Time Games,Real-TimeGames +Dexterity-Based Actions,Dexterity-BasedActions,Aim & Shoot,Aim&Shoot +Dexterity-Based Actions,Dexterity-BasedActions,First-Person Views,First-PersonViews +Dexterity-Based Actions,Dexterity-BasedActions,Third-Person Views,Third-PersonViews +Dexterity-Based Actions,Dexterity-BasedActions,Maneuvering,Maneuvering +Dexterity-Based Actions,Dexterity-BasedActions,Polyathlons,Polyathlons +Dexterity-Based Actions,Dexterity-BasedActions,Surprises,Surprises Incompatible Goals,IncompatibleGoals,Excluding Goals,ExcludingGoals -Incompatible Goals,IncompatibleGoals,Collaborative Actions,CollaborativeActions +Incompatible Goals,IncompatibleGoals,Selectable Sets of Goals,SelectableSetsofGoals +Incompatible Goals,IncompatibleGoals,Mutual Goals,MutualGoals Incompatible Goals,IncompatibleGoals,Planned Character Development,PlannedCharacterDevelopment +Incompatible Goals,IncompatibleGoals,Narrative Structures,NarrativeStructures +Incompatible Goals,IncompatibleGoals,Contact,Contact +Incompatible Goals,IncompatibleGoals,Competition,Competition +Incompatible Goals,IncompatibleGoals,Collaborative Actions,CollaborativeActions Incompatible Goals,IncompatibleGoals,Attention Swapping,AttentionSwapping +Incompatible Goals,IncompatibleGoals,Varied Gameplay,VariedGameplay Incompatible Goals,IncompatibleGoals,Preventing Goals,PreventingGoals -Incompatible Goals,IncompatibleGoals,Selectable Sets of Goals,SelectableSetsofGoals -Incompatible Goals,IncompatibleGoals,Contact,Contact -Boss Monsters,BossMonsters,Rescue,Rescue -Boss Monsters,BossMonsters,Eliminate,Eliminate -Boss Monsters,BossMonsters,Levels,Levels -Boss Monsters,BossMonsters,Achilles' Heels,Achilles'Heels -Boss Monsters,BossMonsters,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses +Incompatible Goals,IncompatibleGoals,Conflict,Conflict Boss Monsters,BossMonsters,Tension,Tension +Boss Monsters,BossMonsters,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses Boss Monsters,BossMonsters,Overcome,Overcome +Boss Monsters,BossMonsters,Levels,Levels +Boss Monsters,BossMonsters,Achilles' Heels,Achilles'Heels +Boss Monsters,BossMonsters,Rescue,Rescue +Boss Monsters,BossMonsters,Eliminate,Eliminate Bluffing,Bluffing,Emotional Immersion,EmotionalImmersion -Bluffing,Bluffing,Risk/Reward,RiskReward -Bluffing,Bluffing,Asymmetric Information,AsymmetricInformation -Bluffing,Bluffing,Negotiation,Negotiation -Bluffing,Bluffing,Bidding,Bidding +Bluffing,Bluffing,Luck,Luck +Bluffing,Bluffing,Alarms,Alarms +Bluffing,Bluffing,Tension,Tension Bluffing,Bluffing,Trading,Trading +Bluffing,Bluffing,Risk/Reward,RiskReward Bluffing,Bluffing,Betrayal,Betrayal +Bluffing,Bluffing,Indirect Information,IndirectInformation +Bluffing,Bluffing,Negotiation,Negotiation +Bluffing,Bluffing,Direct Information,DirectInformation Bluffing,Bluffing,Betting,Betting -Bluffing,Bluffing,Luck,Luck -Bluffing,Bluffing,Symmetric Information,SymmetricInformation +Bluffing,Bluffing,Bidding,Bidding +Bluffing,Bluffing,Asymmetric Information,AsymmetricInformation Bluffing,Bluffing,Social Interaction,SocialInteraction -Bluffing,Bluffing,Direct Information,DirectInformation -Bluffing,Bluffing,Tension,Tension -Bluffing,Bluffing,Indirect Information,IndirectInformation -Bluffing,Bluffing,Alarms,Alarms +Bluffing,Bluffing,Symmetric Information,SymmetricInformation +Movement Limitations,MovementLimitations,Tension,Tension +Movement Limitations,MovementLimitations,Risk/Reward,RiskReward +Movement Limitations,MovementLimitations,Freedom of Choice,FreedomofChoice +Movement Limitations,MovementLimitations,Race,Race +Movement Limitations,MovementLimitations,Downtime,Downtime +Movement Limitations,MovementLimitations,Leaps of Faith,LeapsofFaith +Movement Limitations,MovementLimitations,Game World Navigation,GameWorldNavigation +Movement Limitations,MovementLimitations,Deadly Traps,DeadlyTraps Movement Limitations,MovementLimitations,Area Control,AreaControl Movement Limitations,MovementLimitations,Shrinking Game World,ShrinkingGameWorld -Movement Limitations,MovementLimitations,Inaccessible Areas,InaccessibleAreas -Movement Limitations,MovementLimitations,Ability Losses,AbilityLosses -Movement Limitations,MovementLimitations,Balancing Effects,BalancingEffects Movement Limitations,MovementLimitations,Budgeted Action Points,BudgetedActionPoints -Movement Limitations,MovementLimitations,Race,Race +Movement Limitations,MovementLimitations,Outstanding Features,OutstandingFeatures +Movement Limitations,MovementLimitations,Movement,Movement +Movement Limitations,MovementLimitations,Balancing Effects,BalancingEffects Movement Limitations,MovementLimitations,Penalties,Penalties Movement Limitations,MovementLimitations,Obstacles,Obstacles -Movement Limitations,MovementLimitations,Deadly Traps,DeadlyTraps -Movement Limitations,MovementLimitations,Tension,Tension -Movement Limitations,MovementLimitations,Downtime,Downtime -Movement Limitations,MovementLimitations,Game World Navigation,GameWorldNavigation -Movement Limitations,MovementLimitations,Leaps of Faith,LeapsofFaith -Movement Limitations,MovementLimitations,Risk/Reward,RiskReward -Movement Limitations,MovementLimitations,Outstanding Features,OutstandingFeatures +Movement Limitations,MovementLimitations,Inaccessible Areas,InaccessibleAreas +Movement Limitations,MovementLimitations,Ability Losses,AbilityLosses Movement Limitations,MovementLimitations,Evade,Evade -Movement Limitations,MovementLimitations,Freedom of Choice,FreedomofChoice -Movement Limitations,MovementLimitations,Movement,Movement -Unknown Goals,UnknownGoals,Predefined Goals,PredefinedGoals -Unknown Goals,UnknownGoals,Asymmetric Information,AsymmetricInformation -Unknown Goals,UnknownGoals,Ephemeral Goals,EphemeralGoals -Unknown Goals,UnknownGoals,Dedicated Game Facilitators,DedicatedGameFacilitators -Unknown Goals,UnknownGoals,Narrative Structures,NarrativeStructures -Unknown Goals,UnknownGoals,Planned Character Development,PlannedCharacterDevelopment -Unknown Goals,UnknownGoals,Gain Information,GainInformation -Unknown Goals,UnknownGoals,Imperfect Information,ImperfectInformation -Unknown Goals,UnknownGoals,Committed Goals,CommittedGoals -Unknown Goals,UnknownGoals,Symmetric Goals,SymmetricGoals Unknown Goals,UnknownGoals,Uncertainty of Information,UncertaintyofInformation Unknown Goals,UnknownGoals,Turn Taking,TurnTaking -Unknown Goals,UnknownGoals,Hierarchy of Goals,HierarchyofGoals +Unknown Goals,UnknownGoals,Selectable Sets of Goals,SelectableSetsofGoals +Unknown Goals,UnknownGoals,Imperfect Information,ImperfectInformation +Unknown Goals,UnknownGoals,Clues,Clues +Unknown Goals,UnknownGoals,Replayability,Replayability +Unknown Goals,UnknownGoals,Predefined Goals,PredefinedGoals +Unknown Goals,UnknownGoals,Committed Goals,CommittedGoals Unknown Goals,UnknownGoals,Downtime,Downtime -Unknown Goals,UnknownGoals,Competition,Competition -Unknown Goals,UnknownGoals,Conceal,Conceal +Unknown Goals,UnknownGoals,Hierarchy of Goals,HierarchyofGoals +Unknown Goals,UnknownGoals,Ephemeral Goals,EphemeralGoals 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Generators,ResourceGenerators Outstanding Features,OutstandingFeatures,Traces,Traces +Outstanding Features,OutstandingFeatures,Surprises,Surprises +Outstanding Features,OutstandingFeatures,Alarms,Alarms +Outstanding Features,OutstandingFeatures,Illusionary Rewards,IllusionaryRewards Outstanding Features,OutstandingFeatures,Status Indicators,StatusIndicators +Outstanding Features,OutstandingFeatures,Strategic Locations,StrategicLocations +Outstanding Features,OutstandingFeatures,Deadly Traps,DeadlyTraps Outstanding Features,OutstandingFeatures,Game World Navigation,GameWorldNavigation Outstanding Features,OutstandingFeatures,Clues,Clues -Outstanding Features,OutstandingFeatures,Surprises,Surprises -Outstanding Features,OutstandingFeatures,Movement Limitations,MovementLimitations -Outstanding Features,OutstandingFeatures,Alarms,Alarms Outstanding Features,OutstandingFeatures,Exploration,Exploration +Outstanding Features,OutstandingFeatures,Chargers,Chargers +Outstanding 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Development,PlannedCharacterDevelopment -New Abilities,NewAbilities,Lives,Lives New Abilities,NewAbilities,Gain Competence,GainCompetence New Abilities,NewAbilities,Character Development,CharacterDevelopment -New Abilities,NewAbilities,Chargers,Chargers New Abilities,NewAbilities,Smooth Learning Curves,SmoothLearningCurves +New Abilities,NewAbilities,Role Reversal,RoleReversal +New Abilities,NewAbilities,Consistent Reality Logic,ConsistentRealityLogic +New Abilities,NewAbilities,Alternative Reality,AlternativeReality New Abilities,NewAbilities,Supporting Goals,SupportingGoals -New Abilities,NewAbilities,Player Balance,PlayerBalance -New Abilities,NewAbilities,Power-Ups,Power-Ups +New Abilities,NewAbilities,Time Limits,TimeLimits +New Abilities,NewAbilities,Planned Character Development,PlannedCharacterDevelopment +New Abilities,NewAbilities,Team Development,TeamDevelopment +New Abilities,NewAbilities,Perceived Chance to Succeed,PerceivedChancetoSucceed +New Abilities,NewAbilities,Investments,Investments +New Abilities,NewAbilities,Budgeted Action Points,BudgetedActionPoints New Abilities,NewAbilities,Transfer of Control,TransferofControl -New Abilities,NewAbilities,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation -New Abilities,NewAbilities,Competence Areas,CompetenceAreas -New Abilities,NewAbilities,Alternative Reality,AlternativeReality +New Abilities,NewAbilities,Characters,Characters +New Abilities,NewAbilities,Focus Loci,FocusLoci +New Abilities,NewAbilities,Player Balance,PlayerBalance +New Abilities,NewAbilities,Varied Gameplay,VariedGameplay +New Abilities,NewAbilities,Gain Ownership,GainOwnership New Abilities,NewAbilities,Tools,Tools -New Abilities,NewAbilities,Investments,Investments +New Abilities,NewAbilities,Lives,Lives +New Abilities,NewAbilities,Rewards,Rewards +New Abilities,NewAbilities,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation +New Abilities,NewAbilities,Illusion of Influence,IllusionofInfluence +New Abilities,NewAbilities,Narrative Structures,NarrativeStructures +New Abilities,NewAbilities,Privileged Abilities,PrivilegedAbilities New Abilities,NewAbilities,Empowerment,Empowerment -New Abilities,NewAbilities,Perceived Chance to Succeed,PerceivedChancetoSucceed +New Abilities,NewAbilities,Chargers,Chargers +New Abilities,NewAbilities,Ability Losses,AbilityLosses New Abilities,NewAbilities,Red Queen Dilemmas,RedQueenDilemmas -New Abilities,NewAbilities,Consistent Reality Logic,ConsistentRealityLogic -New Abilities,NewAbilities,Privileged Abilities,PrivilegedAbilities -New Abilities,NewAbilities,Risk/Reward,RiskReward -New Abilities,NewAbilities,Rewards,Rewards New Abilities,NewAbilities,Units,Units -New Abilities,NewAbilities,Time Limits,TimeLimits -New Abilities,NewAbilities,Freedom of Choice,FreedomofChoice -New Abilities,NewAbilities,Focus Loci,FocusLoci -New Abilities,NewAbilities,Illusion of Influence,IllusionofInfluence -Constructive Play,ConstructivePlay,Creative Control,CreativeControl -Constructive Play,ConstructivePlay,Cognitive Immersion,CognitiveImmersion Constructive Play,ConstructivePlay,Right Level of Complexity,RightLevelofComplexity +Constructive Play,ConstructivePlay,Player Constructed Worlds,PlayerConstructedWorlds Constructive Play,ConstructivePlay,Team Play,TeamPlay Constructive Play,ConstructivePlay,Sensory-Motoric Immersion,Sensory-MotoricImmersion Constructive Play,ConstructivePlay,Collaborative Actions,CollaborativeActions -Constructive Play,ConstructivePlay,Player Constructed Worlds,PlayerConstructedWorlds -Constructive Play,ConstructivePlay,Cooperation,Cooperation Constructive Play,ConstructivePlay,Construction,Construction Constructive Play,ConstructivePlay,Asymmetric Abilities,AsymmetricAbilities +Constructive Play,ConstructivePlay,Creative Control,CreativeControl +Constructive Play,ConstructivePlay,Cooperation,Cooperation +Constructive Play,ConstructivePlay,Cognitive Immersion,CognitiveImmersion Constructive Play,ConstructivePlay,Experimenting,Experimenting -Polyathlons,Polyathlons,Negotiation,Negotiation +Polyathlons,Polyathlons,Memorizing,Memorizing +Polyathlons,Polyathlons,Luck,Luck Polyathlons,Polyathlons,Competence Areas,CompetenceAreas Polyathlons,Polyathlons,Dexterity-Based Actions,Dexterity-BasedActions +Polyathlons,Polyathlons,Negotiation,Negotiation Polyathlons,Polyathlons,Varied Gameplay,VariedGameplay -Polyathlons,Polyathlons,Luck,Luck Polyathlons,Polyathlons,Quick Games,QuickGames -Polyathlons,Polyathlons,Memorizing,Memorizing -Never Ending Stories,NeverEndingStories,Creative Control,CreativeControl -Never Ending Stories,NeverEndingStories,Game World,GameWorld -Never Ending Stories,NeverEndingStories,Trans-Game Information,Trans-GameInformation -Never Ending Stories,NeverEndingStories,Dedicated Game Facilitators,DedicatedGameFacilitators Never Ending Stories,NeverEndingStories,Closure Points,ClosurePoints +Never Ending Stories,NeverEndingStories,Storytelling,Storytelling +Never Ending Stories,NeverEndingStories,Creative Control,CreativeControl +Never Ending Stories,NeverEndingStories,Player Constructed Worlds,PlayerConstructedWorlds Never Ending Stories,NeverEndingStories,Narrative Structures,NarrativeStructures Never Ending Stories,NeverEndingStories,Randomness,Randomness -Never Ending Stories,NeverEndingStories,Player Constructed Worlds,PlayerConstructedWorlds -Never Ending Stories,NeverEndingStories,Surprises,Surprises +Never Ending Stories,NeverEndingStories,Trans-Game Information,Trans-GameInformation Never Ending Stories,NeverEndingStories,Persistent Game Worlds,PersistentGameWorlds -Never Ending Stories,NeverEndingStories,Storytelling,Storytelling -Traces,Traces,Illusionary Rewards,IllusionaryRewards -Traces,Traces,Resource Locations,ResourceLocations -Traces,Traces,Right Level of Difficulty,RightLevelofDifficulty +Never Ending Stories,NeverEndingStories,Game World,GameWorld +Never Ending Stories,NeverEndingStories,Dedicated Game Facilitators,DedicatedGameFacilitators +Never Ending Stories,NeverEndingStories,Surprises,Surprises Traces,Traces,Outstanding Features,OutstandingFeatures -Traces,Traces,Traverse,Traverse -Traces,Traces,Pick-Ups,Pick-Ups -Traces,Traces,Achilles' Heels,Achilles'Heels -Traces,Traces,Game World Navigation,GameWorldNavigation -Traces,Traces,Red Herrings,RedHerrings -Traces,Traces,Clues,Clues -Traces,Traces,Puzzle Solving,PuzzleSolving -Traces,Traces,Reconnaissance,Reconnaissance -Traces,Traces,Surprises,Surprises Traces,Traces,Privileged Movement,PrivilegedMovement +Traces,Traces,Surprises,Surprises +Traces,Traces,Red Herrings,RedHerrings Traces,Traces,Tension,Tension +Traces,Traces,Illusionary Rewards,IllusionaryRewards +Traces,Traces,Clues,Clues +Traces,Traces,Game World Navigation,GameWorldNavigation +Traces,Traces,Pick-Ups,Pick-Ups Traces,Traces,Exploration,Exploration +Traces,Traces,Achilles' Heels,Achilles'Heels +Traces,Traces,Traverse,Traverse +Traces,Traces,Right Level of Difficulty,RightLevelofDifficulty +Traces,Traces,Reconnaissance,Reconnaissance +Traces,Traces,Puzzle Solving,PuzzleSolving +Traces,Traces,Resource Locations,ResourceLocations +Connection,Connection,Capture,Capture Connection,Connection,Progress Indicators,ProgressIndicators -Connection,Connection,Configuration,Configuration Connection,Connection,Alignment,Alignment Connection,Connection,Enclosure,Enclosure -Connection,Connection,Capture,Capture -Tension,Tension,Progress Indicators,ProgressIndicators -Tension,Tension,Save-Load Cycles,Save-LoadCycles -Tension,Tension,Paper-Rock-Scissors,Paper-Rock-Scissors -Tension,Tension,Player Killing,PlayerKilling -Tension,Tension,Shrinking Game World,ShrinkingGameWorld -Tension,Tension,Uncommitted Alliances,UncommittedAlliances -Tension,Tension,Betting,Betting -Tension,Tension,Perceivable Margins,PerceivableMargins -Tension,Tension,Balancing Effects,BalancingEffects 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-Tension,Tension,Competition,Competition -Tension,Tension,Aim & Shoot,Aim&Shoot +Tension,Tension,Downtime,Downtime +Tension,Tension,Perfect Information,PerfectInformation Tension,Tension,Game Masters,GameMasters -Tension,Tension,Quick Games,QuickGames -Tension,Tension,Clues,Clues -Tension,Tension,The Show Must Go On,TheShowMustGoOn -Tension,Tension,Perceived Chance to Succeed,PerceivedChancetoSucceed Tension,Tension,Leaps of Faith,LeapsofFaith +Tension,Tension,Ownership,Ownership +Tension,Tension,Deadly Traps,DeadlyTraps Tension,Tension,Overcome,Overcome +Tension,Tension,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Tension,Tension,Time Limits,TimeLimits +Tension,Tension,Geometric Rewards for Investments,GeometricRewardsforInvestments +Tension,Tension,Attention Swapping,AttentionSwapping +Tension,Tension,Player Defined Goals,PlayerDefinedGoals +Tension,Tension,Shrinking Game World,ShrinkingGameWorld 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Hill,KingoftheHill Tension,Tension,Traces,Traces -Tension,Tension,Evade,Evade +Tension,Tension,Extended Actions,ExtendedActions +Tension,Tension,Narrative Structures,NarrativeStructures +Tension,Tension,Continuous Goals,ContinuousGoals Tension,Tension,Status Indicators,StatusIndicators -Tension,Tension,Red Herrings,RedHerrings -Tension,Tension,Perfect Information,PerfectInformation +Tension,Tension,Early Elimination,EarlyElimination +Tension,Tension,Competition,Competition +Tension,Tension,Aim & Shoot,Aim&Shoot +Tension,Tension,Tiebreakers,Tiebreakers +Tension,Tension,Social Dilemmas,SocialDilemmas Tension,Tension,Bluffing,Bluffing -Tension,Tension,Ownership,Ownership -Tension,Tension,Replayability,Replayability +Tension,Tension,Player Elimination,PlayerElimination +Tension,Tension,Tradeoffs,Tradeoffs +Tension,Tension,Evade,Evade +Tension,Tension,Conflict,Conflict +Tension,Tension,Near Miss Indicators,NearMissIndicators +Leaps of Faith,LeapsofFaith,Tension,Tension +Leaps of 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Faith,LeapsofFaith,Inaccessible Areas,InaccessibleAreas +Uncommitted Alliances,UncommittedAlliances,Shared Rewards,SharedRewards +Uncommitted Alliances,UncommittedAlliances,Tension,Tension +Uncommitted Alliances,UncommittedAlliances,Social Organizations,SocialOrganizations +Uncommitted Alliances,UncommittedAlliances,Leaps of Faith,LeapsofFaith Uncommitted Alliances,UncommittedAlliances,Risk/Reward,RiskReward +Uncommitted Alliances,UncommittedAlliances,Betrayal,Betrayal Uncommitted Alliances,UncommittedAlliances,Predictable Consequences,PredictableConsequences -Uncommitted Alliances,UncommittedAlliances,Social Organizations,SocialOrganizations Uncommitted Alliances,UncommittedAlliances,Negotiation,Negotiation -Uncommitted Alliances,UncommittedAlliances,Shared Rewards,SharedRewards -Uncommitted Alliances,UncommittedAlliances,Dynamic Alliances,DynamicAlliances -Uncommitted Alliances,UncommittedAlliances,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties -Uncommitted Alliances,UncommittedAlliances,Betrayal,Betrayal Uncommitted Alliances,UncommittedAlliances,Hovering Closures,HoveringClosures +Uncommitted Alliances,UncommittedAlliances,Delayed Reciprocity,DelayedReciprocity Uncommitted Alliances,UncommittedAlliances,Balancing Effects,BalancingEffects +Uncommitted Alliances,UncommittedAlliances,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Uncommitted Alliances,UncommittedAlliances,Tiebreakers,Tiebreakers +Uncommitted Alliances,UncommittedAlliances,Alliances,Alliances Uncommitted Alliances,UncommittedAlliances,Penalties,Penalties -Uncommitted Alliances,UncommittedAlliances,Social Interaction,SocialInteraction -Uncommitted Alliances,UncommittedAlliances,Delayed Reciprocity,DelayedReciprocity Uncommitted Alliances,UncommittedAlliances,Tied Results,TiedResults -Uncommitted Alliances,UncommittedAlliances,Tension,Tension -Uncommitted Alliances,UncommittedAlliances,Leaps of Faith,LeapsofFaith -Uncommitted Alliances,UncommittedAlliances,Tiebreakers,Tiebreakers -Varied Gameplay,VariedGameplay,Games within Games,GameswithinGames -Varied Gameplay,VariedGameplay,Ability Losses,AbilityLosses -Varied Gameplay,VariedGameplay,Narrative Structures,NarrativeStructures -Varied Gameplay,VariedGameplay,Characters,Characters -Varied Gameplay,VariedGameplay,Budgeted Action Points,BudgetedActionPoints +Uncommitted Alliances,UncommittedAlliances,Social Interaction,SocialInteraction +Uncommitted Alliances,UncommittedAlliances,Dynamic Alliances,DynamicAlliances +Varied Gameplay,VariedGameplay,Converters,Converters +Varied Gameplay,VariedGameplay,Selectable Sets of Goals,SelectableSetsofGoals +Varied Gameplay,VariedGameplay,Competence Areas,CompetenceAreas +Varied Gameplay,VariedGameplay,Tile-Laying,Tile-Laying +Varied Gameplay,VariedGameplay,Freedom of Choice,FreedomofChoice Varied Gameplay,VariedGameplay,Game Mastery,GameMastery -Varied Gameplay,VariedGameplay,Producer-Consumer,Producer-Consumer -Varied Gameplay,VariedGameplay,Right Level of Difficulty,RightLevelofDifficulty +Varied Gameplay,VariedGameplay,Replayability,Replayability +Varied Gameplay,VariedGameplay,Reconfigurable Game World,ReconfigurableGameWorld +Varied Gameplay,VariedGameplay,Achilles' Heels,Achilles'Heels +Varied Gameplay,VariedGameplay,Levels,Levels +Varied Gameplay,VariedGameplay,Camping,Camping Varied Gameplay,VariedGameplay,Character Development,CharacterDevelopment -Varied Gameplay,VariedGameplay,Resources,Resources -Varied Gameplay,VariedGameplay,Tile-Laying,Tile-Laying -Varied Gameplay,VariedGameplay,Non-Renewable Resources,Non-RenewableResources -Varied Gameplay,VariedGameplay,No-Ops,No-Ops -Varied Gameplay,VariedGameplay,New Abilities,NewAbilities +Varied Gameplay,VariedGameplay,Symmetric Resource Distribution,SymmetricResourceDistribution +Varied Gameplay,VariedGameplay,Social Organizations,SocialOrganizations +Varied Gameplay,VariedGameplay,Producer-Consumer,Producer-Consumer Varied Gameplay,VariedGameplay,Supporting Goals,SupportingGoals +Varied Gameplay,VariedGameplay,Sensory-Motoric Immersion,Sensory-MotoricImmersion +Varied Gameplay,VariedGameplay,Quick Games,QuickGames +Varied Gameplay,VariedGameplay,Incompatible Goals,IncompatibleGoals +Varied Gameplay,VariedGameplay,Budgeted Action Points,BudgetedActionPoints +Varied Gameplay,VariedGameplay,Asymmetric Goals,AsymmetricGoals +Varied Gameplay,VariedGameplay,Asymmetric Resource Distribution,AsymmetricResourceDistribution Varied Gameplay,VariedGameplay,Transfer of Control,TransferofControl +Varied Gameplay,VariedGameplay,Characters,Characters Varied Gameplay,VariedGameplay,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses -Varied Gameplay,VariedGameplay,Asymmetric Abilities,AsymmetricAbilities -Varied Gameplay,VariedGameplay,Social Organizations,SocialOrganizations -Varied Gameplay,VariedGameplay,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation -Varied Gameplay,VariedGameplay,Camping,Camping -Varied Gameplay,VariedGameplay,Levels,Levels -Varied Gameplay,VariedGameplay,Competence Areas,CompetenceAreas +Varied Gameplay,VariedGameplay,Red Herrings,RedHerrings +Varied Gameplay,VariedGameplay,New Abilities,NewAbilities +Varied Gameplay,VariedGameplay,Games within Games,GameswithinGames +Varied Gameplay,VariedGameplay,Right Level of Difficulty,RightLevelofDifficulty Varied Gameplay,VariedGameplay,Dynamic Alliances,DynamicAlliances -Varied Gameplay,VariedGameplay,Incompatible Goals,IncompatibleGoals -Varied Gameplay,VariedGameplay,Sensory-Motoric Immersion,Sensory-MotoricImmersion -Varied Gameplay,VariedGameplay,Asymmetric Goals,AsymmetricGoals -Varied Gameplay,VariedGameplay,Skills,Skills -Varied Gameplay,VariedGameplay,Quick Games,QuickGames -Varied Gameplay,VariedGameplay,Symmetric Resource Distribution,SymmetricResourceDistribution Varied Gameplay,VariedGameplay,Polyathlons,Polyathlons -Varied Gameplay,VariedGameplay,Converters,Converters -Varied Gameplay,VariedGameplay,Reconfigurable Game World,ReconfigurableGameWorld -Varied Gameplay,VariedGameplay,Units,Units +Varied Gameplay,VariedGameplay,No-Ops,No-Ops +Varied Gameplay,VariedGameplay,Skills,Skills +Varied Gameplay,VariedGameplay,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation Varied Gameplay,VariedGameplay,Diminishing Returns,DiminishingReturns -Varied Gameplay,VariedGameplay,Achilles' Heels,Achilles'Heels -Varied Gameplay,VariedGameplay,Red Herrings,RedHerrings -Varied Gameplay,VariedGameplay,Freedom of Choice,FreedomofChoice -Varied Gameplay,VariedGameplay,Asymmetric Resource Distribution,AsymmetricResourceDistribution -Varied Gameplay,VariedGameplay,Selectable Sets of Goals,SelectableSetsofGoals -Varied Gameplay,VariedGameplay,Replayability,Replayability +Varied Gameplay,VariedGameplay,Narrative Structures,NarrativeStructures +Varied Gameplay,VariedGameplay,Asymmetric Abilities,AsymmetricAbilities +Varied Gameplay,VariedGameplay,Non-Renewable Resources,Non-RenewableResources +Varied Gameplay,VariedGameplay,Ability Losses,AbilityLosses +Varied Gameplay,VariedGameplay,Units,Units +Varied Gameplay,VariedGameplay,Resources,Resources Asynchronous Games,AsynchronousGames,Turn-Based Games,Turn-BasedGames -Asynchronous Games,AsynchronousGames,Public Information,PublicInformation -Asynchronous Games,AsynchronousGames,Real-Time Games,Real-TimeGames -Asynchronous Games,AsynchronousGames,Ghosts,Ghosts Asynchronous Games,AsynchronousGames,Downtime,Downtime -Asynchronous Games,AsynchronousGames,Dedicated Game Facilitators,DedicatedGameFacilitators Asynchronous Games,AsynchronousGames,Tick-Based Games,Tick-BasedGames +Asynchronous Games,AsynchronousGames,Public Information,PublicInformation +Asynchronous Games,AsynchronousGames,Ghosts,Ghosts Asynchronous Games,AsynchronousGames,Freedom of Choice,FreedomofChoice Asynchronous Games,AsynchronousGames,Communication Channels,CommunicationChannels +Asynchronous Games,AsynchronousGames,Real-Time Games,Real-TimeGames Asynchronous Games,AsynchronousGames,Persistent Game Worlds,PersistentGameWorlds -Shrinking Game World,ShrinkingGameWorld,Game World,GameWorld -Shrinking Game World,ShrinkingGameWorld,Irreversible Actions,IrreversibleActions +Asynchronous Games,AsynchronousGames,Dedicated Game Facilitators,DedicatedGameFacilitators +Shrinking Game World,ShrinkingGameWorld,Movement Limitations,MovementLimitations Shrinking Game World,ShrinkingGameWorld,Ultra-Powerful Events,Ultra-PowerfulEvents -Shrinking Game World,ShrinkingGameWorld,Deadly Traps,DeadlyTraps -Shrinking Game World,ShrinkingGameWorld,Conflict,Conflict -Shrinking Game World,ShrinkingGameWorld,Tiles,Tiles -Shrinking Game World,ShrinkingGameWorld,Strategic Knowledge,StrategicKnowledge -Shrinking Game World,ShrinkingGameWorld,Freedom of Choice,FreedomofChoice Shrinking Game World,ShrinkingGameWorld,The Show Must Go On,TheShowMustGoOn +Shrinking Game World,ShrinkingGameWorld,Strategic Knowledge,StrategicKnowledge Shrinking Game World,ShrinkingGameWorld,Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses -Shrinking Game World,ShrinkingGameWorld,Movement Limitations,MovementLimitations Shrinking Game World,ShrinkingGameWorld,Tension,Tension -Levels,Levels,Save Points,SavePoints -Levels,Levels,Limited Foresight,LimitedForesight -Levels,Levels,Varied Gameplay,VariedGameplay -Levels,Levels,Inaccessible Areas,InaccessibleAreas -Levels,Levels,Narrative Structures,NarrativeStructures +Shrinking Game World,ShrinkingGameWorld,Tiles,Tiles +Shrinking Game World,ShrinkingGameWorld,Irreversible Actions,IrreversibleActions +Shrinking Game World,ShrinkingGameWorld,Freedom of Choice,FreedomofChoice +Shrinking Game World,ShrinkingGameWorld,Deadly Traps,DeadlyTraps +Shrinking Game World,ShrinkingGameWorld,Game World,GameWorld +Shrinking Game World,ShrinkingGameWorld,Conflict,Conflict Levels,Levels,Game Mastery,GameMastery -Levels,Levels,Right Level of Difficulty,RightLevelofDifficulty +Levels,Levels,Clues,Clues +Levels,Levels,Limited Foresight,LimitedForesight +Levels,Levels,Cut Scenes,CutScenes Levels,Levels,Game World,GameWorld -Levels,Levels,Helpers,Helpers -Levels,Levels,Obstacles,Obstacles -Levels,Levels,Hovering Closures,HoveringClosures -Levels,Levels,Closure Points,ClosurePoints Levels,Levels,Smooth Learning Curves,SmoothLearningCurves -Levels,Levels,Irreversible Actions,IrreversibleActions -Levels,Levels,Cut Scenes,CutScenes -Levels,Levels,Clues,Clues -Levels,Levels,Surprises,Surprises +Levels,Levels,Helpers,Helpers +Levels,Levels,Save Points,SavePoints Levels,Levels,Consistent Reality Logic,ConsistentRealityLogic -Levels,Levels,Enemies,Enemies -Levels,Levels,Boss Monsters,BossMonsters +Levels,Levels,Hovering Closures,HoveringClosures Levels,Levels,Resource Generators,ResourceGenerators +Levels,Levels,Right Level 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World,ReconfigurableGameWorld Handicaps,Handicaps,Smooth Learning Curves,SmoothLearningCurves +Handicaps,Handicaps,Race,Race +Handicaps,Handicaps,Reversability,Reversability +Handicaps,Handicaps,Meta Games,MetaGames +Handicaps,Handicaps,Perceived Chance to Succeed,PerceivedChancetoSucceed +Handicaps,Handicaps,Asymmetric Resource Distribution,AsymmetricResourceDistribution Handicaps,Handicaps,Team Balance,TeamBalance +Handicaps,Handicaps,Balancing Effects,BalancingEffects +Handicaps,Handicaps,Right Level of Difficulty,RightLevelofDifficulty +Handicaps,Handicaps,Agents,Agents Handicaps,Handicaps,Player Balance,PlayerBalance -Handicaps,Handicaps,Meta Games,MetaGames Handicaps,Handicaps,Skills,Skills -Handicaps,Handicaps,Perceived Chance to Succeed,PerceivedChancetoSucceed +Handicaps,Handicaps,Self-Facilitated Games,Self-FacilitatedGames +Handicaps,Handicaps,Multiplayer Games,MultiplayerGames Handicaps,Handicaps,Negotiation,Negotiation -Handicaps,Handicaps,Reconfigurable Game World,ReconfigurableGameWorld -Handicaps,Handicaps,Reversability,Reversability +Handicaps,Handicaps,Trans-Game Information,Trans-GameInformation +Handicaps,Handicaps,Non-Renewable Resources,Non-RenewableResources +Handicaps,Handicaps,Score,Score Handicaps,Handicaps,Symmetry,Symmetry -Handicaps,Handicaps,Self-Facilitated Games,Self-FacilitatedGames -Handicaps,Handicaps,Asymmetric Resource Distribution,AsymmetricResourceDistribution -Handicaps,Handicaps,Agents,Agents -Storytelling,Storytelling,Dedicated Game Facilitators,DedicatedGameFacilitators -Storytelling,Storytelling,Ultra-Powerful Events,Ultra-PowerfulEvents -Storytelling,Storytelling,Extra-Game Information,Extra-GameInformation -Storytelling,Storytelling,Narrative Structures,NarrativeStructures -Storytelling,Storytelling,Characters,Characters +Handicaps,Handicaps,Resources,Resources Storytelling,Storytelling,Player Decided Results,PlayerDecidedResults -Storytelling,Storytelling,Game Mastery,GameMastery 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Foresight,LimitedForesight +Randomness,Randomness,Game Mastery,GameMastery Randomness,Randomness,Damage,Damage -Randomness,Randomness,Analysis Paralysis,AnalysisParalysis -Randomness,Randomness,Luck,Luck +Randomness,Randomness,Dice,Dice +Randomness,Randomness,Perfect Information,PerfectInformation Randomness,Randomness,Game Masters,GameMasters +Randomness,Randomness,Predictable Consequences,PredictableConsequences Randomness,Randomness,Quick Games,QuickGames -Randomness,Randomness,Strategic Knowledge,StrategicKnowledge -Randomness,Randomness,Skills,Skills Randomness,Randomness,Perceived Chance to Succeed,PerceivedChancetoSucceed -Randomness,Randomness,Never Ending Stories,NeverEndingStories -Randomness,Randomness,Risk/Reward,RiskReward -Randomness,Randomness,Delayed Effects,DelayedEffects -Randomness,Randomness,Perfect Information,PerfectInformation -Randomness,Randomness,Memorizing,Memorizing +Randomness,Randomness,Perceivable Margins,PerceivableMargins Randomness,Randomness,Asymmetric Resource Distribution,AsymmetricResourceDistribution +Randomness,Randomness,Characters,Characters +Randomness,Randomness,Strategic Knowledge,StrategicKnowledge +Randomness,Randomness,Balancing Effects,BalancingEffects +Randomness,Randomness,Betting,Betting +Randomness,Randomness,Player Balance,PlayerBalance +Randomness,Randomness,Skills,Skills +Randomness,Randomness,Luck,Luck +Randomness,Randomness,Paper-Rock-Scissors,Paper-Rock-Scissors Randomness,Randomness,Illusion of Influence,IllusionofInfluence -Quick Games,QuickGames,Tension,Tension +Randomness,Randomness,Narrative Structures,NarrativeStructures +Randomness,Randomness,Never Ending Stories,NeverEndingStories +Randomness,Randomness,Drawing Stacks,DrawingStacks +Randomness,Randomness,Non-Renewable Resources,Non-RenewableResources Quick Games,QuickGames,Progress Indicators,ProgressIndicators -Quick Games,QuickGames,Delayed Effects,DelayedEffects -Quick Games,QuickGames,Hierarchy of Goals,HierarchyofGoals -Quick Games,QuickGames,Betting,Betting -Quick Games,QuickGames,Experimenting,Experimenting +Quick Games,QuickGames,Turn Taking,TurnTaking +Quick Games,QuickGames,Tension,Tension +Quick Games,QuickGames,Meta Games,MetaGames Quick Games,QuickGames,Tournaments,Tournaments -Quick Games,QuickGames,Time Limits,TimeLimits Quick Games,QuickGames,Randomness,Randomness +Quick Games,QuickGames,Hierarchy of Goals,HierarchyofGoals +Quick Games,QuickGames,Delayed Effects,DelayedEffects Quick Games,QuickGames,Hovering Closures,HoveringClosures +Quick Games,QuickGames,Time Limits,TimeLimits +Quick Games,QuickGames,Betting,Betting Quick Games,QuickGames,Varied Gameplay,VariedGameplay -Quick Games,QuickGames,Turn Taking,TurnTaking Quick Games,QuickGames,Extra-Game Consequences,Extra-GameConsequences -Quick Games,QuickGames,Meta Games,MetaGames Quick Games,QuickGames,Polyathlons,Polyathlons -Enemies,Enemies,Alliances,Alliances -Enemies,Enemies,Gain Ownership,GainOwnership -Enemies,Enemies,Agents,Agents -Enemies,Enemies,Dedicated Game Facilitators,DedicatedGameFacilitators -Enemies,Enemies,Narrative Structures,NarrativeStructures -Enemies,Enemies,Characters,Characters -Enemies,Enemies,Reconnaissance,Reconnaissance -Enemies,Enemies,Social Dilemmas,SocialDilemmas -Enemies,Enemies,Right Level of Difficulty,RightLevelofDifficulty -Enemies,Enemies,Game World,GameWorld +Quick Games,QuickGames,Experimenting,Experimenting +Enemies,Enemies,Units,Units Enemies,Enemies,Consumers,Consumers -Enemies,Enemies,Disruption of Focused Attention,DisruptionofFocusedAttention -Enemies,Enemies,Conflict,Conflict -Enemies,Enemies,Attention Swapping,AttentionSwapping -Enemies,Enemies,Traverse,Traverse Enemies,Enemies,Tension,Tension -Enemies,Enemies,Avatars,Avatars -Enemies,Enemies,Eliminate,Eliminate Enemies,Enemies,Combat,Combat Enemies,Enemies,Levels,Levels -Enemies,Enemies,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation -Enemies,Enemies,Identification,Identification -Enemies,Enemies,Competition,Competition -Enemies,Enemies,Aim & Shoot,Aim&Shoot -Enemies,Enemies,Game Masters,GameMasters -Enemies,Enemies,Skills,Skills +Enemies,Enemies,Game World,GameWorld Enemies,Enemies,Preventing Goals,PreventingGoals -Enemies,Enemies,Perceived Chance to Succeed,PerceivedChancetoSucceed -Enemies,Enemies,Overcome,Overcome -Enemies,Enemies,Units,Units +Enemies,Enemies,Disruption of Focused Attention,DisruptionofFocusedAttention +Enemies,Enemies,Game Masters,GameMasters Enemies,Enemies,Maneuvering,Maneuvering -Enemies,Enemies,Evade,Evade +Enemies,Enemies,Overcome,Overcome +Enemies,Enemies,Exploration,Exploration +Enemies,Enemies,Attention Swapping,AttentionSwapping +Enemies,Enemies,Eliminate,Eliminate +Enemies,Enemies,Perceived Chance to Succeed,PerceivedChancetoSucceed +Enemies,Enemies,Avatars,Avatars +Enemies,Enemies,Identification,Identification +Enemies,Enemies,Characters,Characters +Enemies,Enemies,Right Level of Difficulty,RightLevelofDifficulty +Enemies,Enemies,Agents,Agents +Enemies,Enemies,Alliances,Alliances +Enemies,Enemies,Dedicated Game Facilitators,DedicatedGameFacilitators +Enemies,Enemies,Gain Ownership,GainOwnership +Enemies,Enemies,Skills,Skills Enemies,Enemies,Privileged Movement,PrivilegedMovement +Enemies,Enemies,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation Enemies,Enemies,Alarms,Alarms -Enemies,Enemies,Exploration,Exploration -Single-Player Games,Single-PlayerGames,Save-Load Cycles,Save-LoadCycles -Single-Player Games,Single-PlayerGames,Dedicated Game Facilitators,DedicatedGameFacilitators -Single-Player Games,Single-PlayerGames,Narrative Structures,NarrativeStructures -Single-Player Games,Single-PlayerGames,Individual Penalties,IndividualPenalties -Single-Player Games,Single-PlayerGames,Score,Score -Single-Player Games,Single-PlayerGames,Limited Planning Ability,LimitedPlanningAbility -Single-Player Games,Single-PlayerGames,Game Pauses,GamePauses -Single-Player Games,Single-PlayerGames,Right Level of Difficulty,RightLevelofDifficulty -Single-Player Games,Single-PlayerGames,Imperfect Information,ImperfectInformation +Enemies,Enemies,Narrative Structures,NarrativeStructures +Enemies,Enemies,Competition,Competition +Enemies,Enemies,Aim & Shoot,Aim&Shoot +Enemies,Enemies,Social Dilemmas,SocialDilemmas +Enemies,Enemies,Reconnaissance,Reconnaissance +Enemies,Enemies,Evade,Evade +Enemies,Enemies,Conflict,Conflict +Enemies,Enemies,Traverse,Traverse Single-Player Games,Single-PlayerGames,Ghosts,Ghosts -Single-Player Games,Single-PlayerGames,Social Interaction,SocialInteraction -Single-Player Games,Single-PlayerGames,Meta Games,MetaGames +Single-Player Games,Single-PlayerGames,Imperfect Information,ImperfectInformation +Single-Player Games,Single-PlayerGames,Limited Planning Ability,LimitedPlanningAbility Single-Player Games,Single-PlayerGames,Cut Scenes,CutScenes +Single-Player Games,Single-PlayerGames,Reversability,Reversability Single-Player Games,Single-PlayerGames,Downtime,Downtime -Single-Player Games,Single-PlayerGames,Spectators,Spectators Single-Player Games,Single-PlayerGames,Easter Eggs,EasterEggs +Single-Player Games,Single-PlayerGames,Meta Games,MetaGames +Single-Player Games,Single-PlayerGames,Exploration,Exploration Single-Player Games,Single-PlayerGames,High Score Lists,HighScoreLists -Single-Player Games,Single-PlayerGames,Reversability,Reversability +Single-Player Games,Single-PlayerGames,Save-Load Cycles,Save-LoadCycles Single-Player Games,Single-PlayerGames,Individual Rewards,IndividualRewards Single-Player Games,Single-PlayerGames,Asymmetric Resource Distribution,AsymmetricResourceDistribution -Single-Player Games,Single-PlayerGames,Exploration,Exploration -Communication Channels,CommunicationChannels,Social Organizations,SocialOrganizations +Single-Player Games,Single-PlayerGames,Right Level of Difficulty,RightLevelofDifficulty +Single-Player Games,Single-PlayerGames,Game Pauses,GamePauses 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Channels,CommunicationChannels,Synchronous Games,SynchronousGames -Communication Channels,CommunicationChannels,Uncertainty of Information,UncertaintyofInformation -Communication Channels,CommunicationChannels,Direct Information,DirectInformation Communication Channels,CommunicationChannels,Indirect Information,IndirectInformation +Communication Channels,CommunicationChannels,Direct Information,DirectInformation Communication Channels,CommunicationChannels,Asymmetric Abilities,AsymmetricAbilities -Alarms,Alarms,Rescue,Rescue +Communication Channels,CommunicationChannels,Real-Time Games,Real-TimeGames +Communication Channels,CommunicationChannels,Asynchronous Games,AsynchronousGames +Communication Channels,CommunicationChannels,Dedicated Game Facilitators,DedicatedGameFacilitators Alarms,Alarms,Outstanding Features,OutstandingFeatures -Alarms,Alarms,Enemies,Enemies Alarms,Alarms,Disruption of Focused Attention,DisruptionofFocusedAttention Alarms,Alarms,Game State Overview,GameStateOverview Alarms,Alarms,Reconnaissance,Reconnaissance Alarms,Alarms,Bluffing,Bluffing +Alarms,Alarms,Rescue,Rescue +Alarms,Alarms,Enemies,Enemies Alarms,Alarms,Stealth,Stealth +Parallel Lives,ParallelLives,Lives,Lives Parallel Lives,ParallelLives,Avatars,Avatars +Parallel Lives,ParallelLives,Penalties,Penalties +Parallel Lives,ParallelLives,Attention Swapping,AttentionSwapping Parallel Lives,ParallelLives,Player Elimination,PlayerElimination Parallel Lives,ParallelLives,Units,Units -Parallel Lives,ParallelLives,Lives,Lives -Parallel Lives,ParallelLives,Attention Swapping,AttentionSwapping -Parallel Lives,ParallelLives,Penalties,Penalties God's Finger,God'sFinger,Focus Loci,FocusLoci -God's Finger,God'sFinger,Surprises,Surprises God's Finger,God'sFinger,Consistent Reality Logic,ConsistentRealityLogic God's Finger,God'sFinger,Units,Units -Player Killing,PlayerKilling,Risk/Reward,RiskReward +God's Finger,God'sFinger,Surprises,Surprises +Player Killing,PlayerKilling,Lives,Lives Player Killing,PlayerKilling,Avatars,Avatars -Player Killing,PlayerKilling,Team Elimination,TeamElimination Player Killing,PlayerKilling,Rewards,Rewards -Player Killing,PlayerKilling,Player Elimination,PlayerElimination Player Killing,PlayerKilling,Downtime,Downtime -Player Killing,PlayerKilling,Decreased Abilities,DecreasedAbilities -Player Killing,PlayerKilling,Social Statuses,SocialStatuses Player Killing,PlayerKilling,Identification,Identification -Player Killing,PlayerKilling,Penalties,Penalties -Player Killing,PlayerKilling,Ability Losses,AbilityLosses -Player Killing,PlayerKilling,Team Play,TeamPlay -Player Killing,PlayerKilling,Team Balance,TeamBalance -Player Killing,PlayerKilling,Lives,Lives -Player Killing,PlayerKilling,Spawning,Spawning +Player Killing,PlayerKilling,Social Statuses,SocialStatuses Player Killing,PlayerKilling,Tension,Tension +Player Killing,PlayerKilling,Risk/Reward,RiskReward Player Killing,PlayerKilling,Ownership,Ownership -Rescue,Rescue,Guard,Guard -Rescue,Rescue,Boss Monsters,BossMonsters +Player Killing,PlayerKilling,Team Elimination,TeamElimination +Player Killing,PlayerKilling,Team Balance,TeamBalance +Player Killing,PlayerKilling,Team Play,TeamPlay +Player Killing,PlayerKilling,Ability Losses,AbilityLosses +Player Killing,PlayerKilling,Decreased Abilities,DecreasedAbilities +Player Killing,PlayerKilling,Penalties,Penalties +Player Killing,PlayerKilling,Player Elimination,PlayerElimination +Player Killing,PlayerKilling,Spawning,Spawning Rescue,Rescue,Obstacles,Obstacles -Rescue,Rescue,Deadly Traps,DeadlyTraps -Rescue,Rescue,Conflict,Conflict -Rescue,Rescue,Safe Havens,SafeHavens +Rescue,Rescue,Boss Monsters,BossMonsters +Rescue,Rescue,Alarms,Alarms Rescue,Rescue,Narrative Structures,NarrativeStructures -Rescue,Rescue,Goal Points,GoalPoints -Rescue,Rescue,Preventing Goals,PreventingGoals +Rescue,Rescue,Safe Havens,SafeHavens Rescue,Rescue,Ownership,Ownership -Rescue,Rescue,Alarms,Alarms Rescue,Rescue,Overcome,Overcome +Rescue,Rescue,Deadly Traps,DeadlyTraps +Rescue,Rescue,Guard,Guard +Rescue,Rescue,Goal Points,GoalPoints +Rescue,Rescue,Preventing Goals,PreventingGoals +Rescue,Rescue,Conflict,Conflict Rescue,Rescue,Stealth,Stealth -Predictable Consequences,PredictableConsequences,Limited Foresight,LimitedForesight -Predictable Consequences,PredictableConsequences,Paper-Rock-Scissors,Paper-Rock-Scissors -Predictable Consequences,PredictableConsequences,Uncommitted Alliances,UncommittedAlliances -Predictable Consequences,PredictableConsequences,Ultra-Powerful Events,Ultra-PowerfulEvents -Predictable Consequences,PredictableConsequences,Betting,Betting -Predictable Consequences,PredictableConsequences,Perceivable Margins,PerceivableMargins -Predictable Consequences,PredictableConsequences,Individual Penalties,IndividualPenalties +Predictable Consequences,PredictableConsequences,Analysis Paralysis,AnalysisParalysis +Predictable Consequences,PredictableConsequences,Uncertainty of Information,UncertaintyofInformation +Predictable Consequences,PredictableConsequences,Outcome Indicators,OutcomeIndicators +Predictable Consequences,PredictableConsequences,Indirect Control,IndirectControl Predictable Consequences,PredictableConsequences,Player Decided Results,PlayerDecidedResults -Predictable Consequences,PredictableConsequences,Penalties,Penalties +Predictable Consequences,PredictableConsequences,Selectable Sets of Goals,SelectableSetsofGoals +Predictable Consequences,PredictableConsequences,Risk/Reward,RiskReward +Predictable Consequences,PredictableConsequences,Imperfect Information,ImperfectInformation Predictable Consequences,PredictableConsequences,Limited Planning Ability,LimitedPlanningAbility -Predictable Consequences,PredictableConsequences,Producer-Consumer,Producer-Consumer +Predictable Consequences,PredictableConsequences,Limited Foresight,LimitedForesight +Predictable Consequences,PredictableConsequences,Damage,Damage Predictable Consequences,PredictableConsequences,Stimulated Planning,StimulatedPlanning -Predictable Consequences,PredictableConsequences,Cognitive Immersion,CognitiveImmersion -Predictable Consequences,PredictableConsequences,Imperfect Information,ImperfectInformation -Predictable Consequences,PredictableConsequences,Arithmetic Rewards for Investments,ArithmeticRewardsforInvestments -Predictable Consequences,PredictableConsequences,Right Level of Complexity,RightLevelofComplexity +Predictable Consequences,PredictableConsequences,Anticipation,Anticipation +Predictable Consequences,PredictableConsequences,Ultra-Powerful Events,Ultra-PowerfulEvents +Predictable Consequences,PredictableConsequences,Perfect Information,PerfectInformation +Predictable Consequences,PredictableConsequences,Leaps of Faith,LeapsofFaith +Predictable Consequences,PredictableConsequences,Consistent Reality Logic,ConsistentRealityLogic Predictable Consequences,PredictableConsequences,Hovering Closures,HoveringClosures -Predictable Consequences,PredictableConsequences,Closure Points,ClosurePoints -Predictable Consequences,PredictableConsequences,Uncertainty of Information,UncertaintyofInformation -Predictable Consequences,PredictableConsequences,Irreversible Actions,IrreversibleActions -Predictable Consequences,PredictableConsequences,Randomness,Randomness -Predictable Consequences,PredictableConsequences,Damage,Damage -Predictable Consequences,PredictableConsequences,Analysis Paralysis,AnalysisParalysis -Predictable Consequences,PredictableConsequences,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties Predictable Consequences,PredictableConsequences,Alternative Reality,AlternativeReality -Predictable Consequences,PredictableConsequences,Anticipation,Anticipation -Predictable Consequences,PredictableConsequences,Luck,Luck +Predictable Consequences,PredictableConsequences,Producer-Consumer,Producer-Consumer +Predictable Consequences,PredictableConsequences,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Predictable Consequences,PredictableConsequences,Perceived Chance to Succeed,PerceivedChancetoSucceed Predictable Consequences,PredictableConsequences,Investments,Investments -Predictable Consequences,PredictableConsequences,Outcome Indicators,OutcomeIndicators -Predictable Consequences,PredictableConsequences,Skills,Skills +Predictable Consequences,PredictableConsequences,Perceivable Margins,PerceivableMargins +Predictable Consequences,PredictableConsequences,Uncommitted Alliances,UncommittedAlliances +Predictable Consequences,PredictableConsequences,Right Level of Complexity,RightLevelofComplexity Predictable Consequences,PredictableConsequences,Strategic Knowledge,StrategicKnowledge -Predictable Consequences,PredictableConsequences,Indirect Control,IndirectControl +Predictable Consequences,PredictableConsequences,Illusionary Rewards,IllusionaryRewards +Predictable Consequences,PredictableConsequences,Randomness,Randomness +Predictable Consequences,PredictableConsequences,Betting,Betting +Predictable Consequences,PredictableConsequences,Penalties,Penalties +Predictable Consequences,PredictableConsequences,Arithmetic Rewards for Investments,ArithmeticRewardsforInvestments Predictable Consequences,PredictableConsequences,Surprises,Surprises -Predictable Consequences,PredictableConsequences,Perceived Chance to Succeed,PerceivedChancetoSucceed -Predictable Consequences,PredictableConsequences,Consistent Reality Logic,ConsistentRealityLogic -Predictable Consequences,PredictableConsequences,Leaps of Faith,LeapsofFaith Predictable Consequences,PredictableConsequences,Experimenting,Experimenting -Predictable Consequences,PredictableConsequences,Risk/Reward,RiskReward -Predictable Consequences,PredictableConsequences,Illusionary Rewards,IllusionaryRewards -Predictable Consequences,PredictableConsequences,Perfect Information,PerfectInformation -Predictable Consequences,PredictableConsequences,Selectable Sets of Goals,SelectableSetsofGoals +Predictable Consequences,PredictableConsequences,Closure Points,ClosurePoints +Predictable Consequences,PredictableConsequences,Skills,Skills +Predictable Consequences,PredictableConsequences,Individual Penalties,IndividualPenalties +Predictable Consequences,PredictableConsequences,Luck,Luck +Predictable Consequences,PredictableConsequences,Paper-Rock-Scissors,Paper-Rock-Scissors +Predictable Consequences,PredictableConsequences,Irreversible Actions,IrreversibleActions +Predictable Consequences,PredictableConsequences,Cognitive Immersion,CognitiveImmersion +Hierarchy of Goals,HierarchyofGoals,Excluding Goals,ExcludingGoals +Hierarchy of Goals,HierarchyofGoals,Collecting,Collecting +Hierarchy of Goals,HierarchyofGoals,Selectable Sets of Goals,SelectableSetsofGoals +Hierarchy of 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Curves,SmoothLearningCurves,Luck,Luck +Smooth Learning Curves,SmoothLearningCurves,Multiplayer Games,MultiplayerGames Smooth Learning Curves,SmoothLearningCurves,Illusion of Influence,IllusionofInfluence -Resource Management,ResourceManagement,Team Development,TeamDevelopment -Resource Management,ResourceManagement,Gain Ownership,GainOwnership -Resource Management,ResourceManagement,Betting,Betting +Smooth Learning Curves,SmoothLearningCurves,Inaccessible Areas,InaccessibleAreas +Smooth Learning Curves,SmoothLearningCurves,Red Queen Dilemmas,RedQueenDilemmas +Resource Management,ResourceManagement,Converters,Converters +Resource Management,ResourceManagement,Consumers,Consumers +Resource Management,ResourceManagement,Risk/Reward,RiskReward +Resource Management,ResourceManagement,Freedom of Choice,FreedomofChoice Resource Management,ResourceManagement,Game Mastery,GameMastery +Resource Management,ResourceManagement,Combat,Combat +Resource Management,ResourceManagement,Stimulated 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Learning Curves,SmoothLearningCurves +Red Queen Dilemmas,RedQueenDilemmas,Resources,Resources Herd,Herd,Delivery,Delivery -Herd,Herd,Goal Points,GoalPoints +Herd,Herd,Privileged Movement,PrivilegedMovement Herd,Herd,Indirect Control,IndirectControl -Herd,Herd,Movement,Movement -Herd,Herd,Preventing Goals,PreventingGoals +Herd,Herd,Collecting,Collecting Herd,Herd,Contact,Contact +Herd,Herd,Movement,Movement +Herd,Herd,Goal Points,GoalPoints Herd,Herd,Stealth,Stealth -Self-Facilitated Games,Self-FacilitatedGames,Social Statuses,SocialStatuses -Self-Facilitated Games,Self-FacilitatedGames,Ultra-Powerful Events,Ultra-PowerfulEvents -Self-Facilitated Games,Self-FacilitatedGames,Betting,Betting -Self-Facilitated Games,Self-FacilitatedGames,Dedicated Game Facilitators,DedicatedGameFacilitators -Self-Facilitated Games,Self-FacilitatedGames,Narrative Structures,NarrativeStructures +Herd,Herd,Preventing Goals,PreventingGoals +Herd,Herd,Traverse,Traverse +Self-Facilitated Games,Self-FacilitatedGames,Memorizing,Memorizing Self-Facilitated Games,Self-FacilitatedGames,Player Decided Results,PlayerDecidedResults -Self-Facilitated Games,Self-FacilitatedGames,Storytelling,Storytelling -Self-Facilitated Games,Self-FacilitatedGames,Real-Time Games,Real-TimeGames -Self-Facilitated Games,Self-FacilitatedGames,Multiplayer Games,MultiplayerGames Self-Facilitated Games,Self-FacilitatedGames,Turn Taking,TurnTaking -Self-Facilitated Games,Self-FacilitatedGames,Handicaps,Handicaps -Self-Facilitated Games,Self-FacilitatedGames,Turn-Based Games,Turn-BasedGames Self-Facilitated Games,Self-FacilitatedGames,Synchronous Games,SynchronousGames -Self-Facilitated Games,Self-FacilitatedGames,Investments,Investments -Self-Facilitated Games,Self-FacilitatedGames,Empowerment,Empowerment -Self-Facilitated Games,Self-FacilitatedGames,Game Masters,GameMasters -Self-Facilitated Games,Self-FacilitatedGames,Strategic Knowledge,StrategicKnowledge -Self-Facilitated Games,Self-FacilitatedGames,Surprises,Surprises +Self-Facilitated Games,Self-FacilitatedGames,Handicaps,Handicaps +Self-Facilitated Games,Self-FacilitatedGames,Real-Time Games,Real-TimeGames Self-Facilitated Games,Self-FacilitatedGames,Extra-Game Actions,Extra-GameActions -Self-Facilitated Games,Self-FacilitatedGames,Privileged Abilities,PrivilegedAbilities -Self-Facilitated Games,Self-FacilitatedGames,Negotiation,Negotiation Self-Facilitated Games,Self-FacilitatedGames,Reversability,Reversability -Self-Facilitated Games,Self-FacilitatedGames,Tournaments,Tournaments +Self-Facilitated Games,Self-FacilitatedGames,Storytelling,Storytelling +Self-Facilitated Games,Self-FacilitatedGames,Ultra-Powerful Events,Ultra-PowerfulEvents +Self-Facilitated Games,Self-FacilitatedGames,Social Statuses,SocialStatuses +Self-Facilitated Games,Self-FacilitatedGames,Game Masters,GameMasters Self-Facilitated Games,Self-FacilitatedGames,Time Limits,TimeLimits +Self-Facilitated 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Abilities,PrivilegedAbilities +Self-Facilitated Games,Self-FacilitatedGames,Empowerment,Empowerment +Shared Penalties,SharedPenalties,Individual Penalties,IndividualPenalties +Shared Penalties,SharedPenalties,Shared Resources,SharedResources Shared Penalties,SharedPenalties,Mutual Goals,MutualGoals -Shared Penalties,SharedPenalties,Alliances,Alliances Shared Penalties,SharedPenalties,Social Organizations,SocialOrganizations +Shared Penalties,SharedPenalties,Illusion of Influence,IllusionofInfluence +Shared Penalties,SharedPenalties,Alliances,Alliances Shared Penalties,SharedPenalties,Team Elimination,TeamElimination -Shared Penalties,SharedPenalties,Shared Resources,SharedResources -Shared Penalties,SharedPenalties,Player Elimination,PlayerElimination -Shared Penalties,SharedPenalties,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties Shared Penalties,SharedPenalties,Team Play,TeamPlay -Shared Penalties,SharedPenalties,Individual Penalties,IndividualPenalties +Shared Penalties,SharedPenalties,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties Shared Penalties,SharedPenalties,Collaborative Actions,CollaborativeActions -Shared Penalties,SharedPenalties,Tied Results,TiedResults +Shared Penalties,SharedPenalties,Tiebreakers,Tiebreakers Shared Penalties,SharedPenalties,Social Dilemmas,SocialDilemmas Shared Penalties,SharedPenalties,Penalties,Penalties -Shared Penalties,SharedPenalties,Illusion of Influence,IllusionofInfluence -Shared Penalties,SharedPenalties,Tiebreakers,Tiebreakers -Chargers,Chargers,Privileged Abilities,PrivilegedAbilities -Chargers,Chargers,Risk/Reward,RiskReward -Chargers,Chargers,Resource Locations,ResourceLocations -Chargers,Chargers,Gain Ownership,GainOwnership +Shared Penalties,SharedPenalties,Player Elimination,PlayerElimination +Shared Penalties,SharedPenalties,Tied Results,TiedResults +Chargers,Chargers,Skills,Skills Chargers,Chargers,Outstanding Features,OutstandingFeatures +Chargers,Chargers,Improved Abilities,ImprovedAbilities +Chargers,Chargers,New Abilities,NewAbilities +Chargers,Chargers,Risk/Reward,RiskReward +Chargers,Chargers,Privileged Abilities,PrivilegedAbilities +Chargers,Chargers,Renewable Resources,RenewableResources +Chargers,Chargers,Gain Competence,GainCompetence Chargers,Chargers,Resources,Resources Chargers,Chargers,Resource Generators,ResourceGenerators Chargers,Chargers,Maneuvering,Maneuvering -Chargers,Chargers,New Abilities,NewAbilities -Chargers,Chargers,Skills,Skills Chargers,Chargers,Traverse,Traverse -Chargers,Chargers,Gain Competence,GainCompetence -Chargers,Chargers,Improved Abilities,ImprovedAbilities -Chargers,Chargers,Renewable Resources,RenewableResources -Diminishing Returns,DiminishingReturns,Mule,Mule -Diminishing Returns,DiminishingReturns,Geometric Rewards for Investments,GeometricRewardsforInvestments +Chargers,Chargers,Resource Locations,ResourceLocations +Chargers,Chargers,Gain Ownership,GainOwnership +Diminishing Returns,DiminishingReturns,Skills,Skills +Diminishing Returns,DiminishingReturns,Investments,Investments Diminishing Returns,DiminishingReturns,Rewards,Rewards +Diminishing Returns,DiminishingReturns,Improved Abilities,ImprovedAbilities +Diminishing Returns,DiminishingReturns,Transfer of Control,TransferofControl +Diminishing Returns,DiminishingReturns,Renewable Resources,RenewableResources +Diminishing Returns,DiminishingReturns,Geometric Rewards for Investments,GeometricRewardsforInvestments +Diminishing Returns,DiminishingReturns,Balancing Effects,BalancingEffects +Diminishing Returns,DiminishingReturns,Mule,Mule +Diminishing Returns,DiminishingReturns,Player Balance,PlayerBalance Diminishing Returns,DiminishingReturns,Character Development,CharacterDevelopment -Diminishing Returns,DiminishingReturns,Resources,Resources Diminishing Returns,DiminishingReturns,Arithmetic Rewards for Investments,ArithmeticRewardsforInvestments Diminishing Returns,DiminishingReturns,Varied Gameplay,VariedGameplay -Diminishing Returns,DiminishingReturns,Balancing Effects,BalancingEffects -Diminishing Returns,DiminishingReturns,Investments,Investments -Diminishing Returns,DiminishingReturns,Player Balance,PlayerBalance -Diminishing Returns,DiminishingReturns,Skills,Skills -Diminishing Returns,DiminishingReturns,Transfer of Control,TransferofControl -Diminishing Returns,DiminishingReturns,Improved Abilities,ImprovedAbilities -Diminishing Returns,DiminishingReturns,Renewable Resources,RenewableResources -Selectable Sets of Goals,SelectableSetsofGoals,Predictable Consequences,PredictableConsequences +Diminishing Returns,DiminishingReturns,Resources,Resources +Selectable Sets of Goals,SelectableSetsofGoals,Excluding Goals,ExcludingGoals +Selectable Sets of Goals,SelectableSetsofGoals,Strategic Knowledge,StrategicKnowledge Selectable Sets of 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Heels,Achilles'Heels,Experimenting,Experimenting -Social Interaction,SocialInteraction,Alliances,Alliances -Social Interaction,SocialInteraction,Social Statuses,SocialStatuses -Social Interaction,SocialInteraction,Uncommitted Alliances,UncommittedAlliances -Social Interaction,SocialInteraction,Team Play,TeamPlay +Achilles' Heels,Achilles'Heels,Damage,Damage +Achilles' Heels,Achilles'Heels,Varied Gameplay,VariedGameplay +Achilles' Heels,Achilles'Heels,Puzzle Solving,PuzzleSolving +Achilles' Heels,Achilles'Heels,Gain Information,GainInformation +Social Interaction,SocialInteraction,Shared Resources,SharedResources +Social Interaction,SocialInteraction,Turn Taking,TurnTaking Social Interaction,SocialInteraction,Player Decided Results,PlayerDecidedResults -Social Interaction,SocialInteraction,Social Dilemmas,SocialDilemmas -Social Interaction,SocialInteraction,Indirect Information,IndirectInformation -Social Interaction,SocialInteraction,Game Pauses,GamePauses -Social 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Interaction,SocialInteraction,Cooperation,Cooperation +Social Interaction,SocialInteraction,Team Play,TeamPlay +Social Interaction,SocialInteraction,Real-Time Games,Real-TimeGames +Social Interaction,SocialInteraction,Storytelling,Storytelling +Social Interaction,SocialInteraction,Social Statuses,SocialStatuses Social Interaction,SocialInteraction,Social Organizations,SocialOrganizations -Social Interaction,SocialInteraction,Shared Rewards,SharedRewards +Social Interaction,SocialInteraction,Game Masters,GameMasters +Social Interaction,SocialInteraction,Cooperation,Cooperation +Social Interaction,SocialInteraction,Emotional Immersion,EmotionalImmersion +Social Interaction,SocialInteraction,Asymmetric Resource Distribution,AsymmetricResourceDistribution Social Interaction,SocialInteraction,Identification,Identification -Social Interaction,SocialInteraction,Dynamic Alliances,DynamicAlliances +Social Interaction,SocialInteraction,Uncommitted Alliances,UncommittedAlliances +Social Interaction,SocialInteraction,Single-Player Games,Single-PlayerGames Social Interaction,SocialInteraction,Trading,Trading +Social Interaction,SocialInteraction,Player Constructed Worlds,PlayerConstructedWorlds +Social Interaction,SocialInteraction,Indirect Information,IndirectInformation +Social Interaction,SocialInteraction,Delayed Reciprocity,DelayedReciprocity +Social Interaction,SocialInteraction,Agents,Agents +Social Interaction,SocialInteraction,Alliances,Alliances Social Interaction,SocialInteraction,Betrayal,Betrayal -Social Interaction,SocialInteraction,Synchronous Games,SynchronousGames -Social Interaction,SocialInteraction,Competition,Competition -Social Interaction,SocialInteraction,Game Masters,GameMasters +Social Interaction,SocialInteraction,Game Pauses,GamePauses +Social Interaction,SocialInteraction,Persistent Game Worlds,PersistentGameWorlds +Social Interaction,SocialInteraction,Dynamic Alliances,DynamicAlliances +Social Interaction,SocialInteraction,Shared Rewards,SharedRewards +Social Interaction,SocialInteraction,Multiplayer Games,MultiplayerGames +Social Interaction,SocialInteraction,Illusion of Influence,IllusionofInfluence +Social Interaction,SocialInteraction,Roleplaying,Roleplaying Social Interaction,SocialInteraction,Privileged Abilities,PrivilegedAbilities -Social Interaction,SocialInteraction,Shared Resources,SharedResources -Social Interaction,SocialInteraction,Single-Player Games,Single-PlayerGames -Social Interaction,SocialInteraction,Player Constructed Worlds,PlayerConstructedWorlds -Social Interaction,SocialInteraction,Freedom of Choice,FreedomofChoice +Social Interaction,SocialInteraction,Collaborative Actions,CollaborativeActions +Social Interaction,SocialInteraction,Competition,Competition Social Interaction,SocialInteraction,Bluffing,Bluffing -Social Interaction,SocialInteraction,Illusion of Influence,IllusionofInfluence -Social Interaction,SocialInteraction,Agents,Agents -Limited Planning Ability,LimitedPlanningAbility,Predictable Consequences,PredictableConsequences -Limited Planning Ability,LimitedPlanningAbility,Limited Foresight,LimitedForesight +Social Interaction,SocialInteraction,Social Dilemmas,SocialDilemmas +Limited Planning Ability,LimitedPlanningAbility,Analysis Paralysis,AnalysisParalysis +Limited Planning Ability,LimitedPlanningAbility,Uncertainty of Information,UncertaintyofInformation Limited Planning Ability,LimitedPlanningAbility,Player Decided Results,PlayerDecidedResults -Limited Planning Ability,LimitedPlanningAbility,Right Level of Difficulty,RightLevelofDifficulty -Limited Planning Ability,LimitedPlanningAbility,Real-Time Games,Real-TimeGames Limited Planning Ability,LimitedPlanningAbility,Imperfect Information,ImperfectInformation -Limited Planning Ability,LimitedPlanningAbility,Cognitive Immersion,CognitiveImmersion -Limited Planning Ability,LimitedPlanningAbility,Right Level of Complexity,RightLevelofComplexity -Limited Planning Ability,LimitedPlanningAbility,Multiplayer Games,MultiplayerGames -Limited Planning Ability,LimitedPlanningAbility,Uncertainty of Information,UncertaintyofInformation +Limited Planning Ability,LimitedPlanningAbility,Freedom of Choice,FreedomofChoice +Limited Planning Ability,LimitedPlanningAbility,Limited Foresight,LimitedForesight +Limited Planning Ability,LimitedPlanningAbility,Real-Time Games,Real-TimeGames +Limited Planning Ability,LimitedPlanningAbility,Preventing Goals,PreventingGoals Limited Planning Ability,LimitedPlanningAbility,Puzzle Solving,PuzzleSolving -Limited Planning Ability,LimitedPlanningAbility,Randomness,Randomness -Limited Planning Ability,LimitedPlanningAbility,Secret Resources,SecretResources -Limited Planning Ability,LimitedPlanningAbility,Downtime,Downtime -Limited Planning Ability,LimitedPlanningAbility,Analysis Paralysis,AnalysisParalysis -Limited Planning Ability,LimitedPlanningAbility,The Show Must Go On,TheShowMustGoOn -Limited Planning Ability,LimitedPlanningAbility,Surprises,Surprises Limited Planning Ability,LimitedPlanningAbility,Spatial Immersion,SpatialImmersion -Limited Planning Ability,LimitedPlanningAbility,Preventing Goals,PreventingGoals -Limited Planning Ability,LimitedPlanningAbility,Single-Player Games,Single-PlayerGames -Limited Planning Ability,LimitedPlanningAbility,Limited Set of Actions,LimitedSetofActions +Limited Planning Ability,LimitedPlanningAbility,Downtime,Downtime +Limited Planning Ability,LimitedPlanningAbility,Predictable Consequences,PredictableConsequences Limited Planning Ability,LimitedPlanningAbility,Time Limits,TimeLimits -Limited Planning Ability,LimitedPlanningAbility,Freedom of Choice,FreedomofChoice +Limited Planning Ability,LimitedPlanningAbility,Secret Resources,SecretResources +Limited Planning Ability,LimitedPlanningAbility,Limited Set of Actions,LimitedSetofActions +Limited Planning Ability,LimitedPlanningAbility,Single-Player Games,Single-PlayerGames +Limited Planning Ability,LimitedPlanningAbility,Right Level of Complexity,RightLevelofComplexity +Limited Planning Ability,LimitedPlanningAbility,Randomness,Randomness +Limited Planning Ability,LimitedPlanningAbility,Right Level of Difficulty,RightLevelofDifficulty +Limited Planning Ability,LimitedPlanningAbility,Surprises,Surprises +Limited Planning Ability,LimitedPlanningAbility,The Show Must Go On,TheShowMustGoOn +Limited Planning Ability,LimitedPlanningAbility,Multiplayer Games,MultiplayerGames Limited Planning Ability,LimitedPlanningAbility,Illusion of Influence,IllusionofInfluence -Game Pauses,GamePauses,Consistent Reality Logic,ConsistentRealityLogic +Limited Planning Ability,LimitedPlanningAbility,Cognitive Immersion,CognitiveImmersion +Game Pauses,GamePauses,Extra-Game Actions,Extra-GameActions Game Pauses,GamePauses,Turn-Based Games,Turn-BasedGames -Game Pauses,GamePauses,Save-Load Cycles,Save-LoadCycles -Game Pauses,GamePauses,Real-Time Games,Real-TimeGames Game Pauses,GamePauses,Downtime,Downtime +Game Pauses,GamePauses,The Show Must Go On,TheShowMustGoOn +Game Pauses,GamePauses,Tick-Based Games,Tick-BasedGames Game Pauses,GamePauses,Single-Player Games,Single-PlayerGames +Game Pauses,GamePauses,Tension,Tension +Game Pauses,GamePauses,Consistent Reality Logic,ConsistentRealityLogic +Game Pauses,GamePauses,Cut Scenes,CutScenes +Game Pauses,GamePauses,Real-Time Games,Real-TimeGames Game Pauses,GamePauses,Time Limits,TimeLimits Game Pauses,GamePauses,Spawning,Spawning -Game Pauses,GamePauses,Tick-Based Games,Tick-BasedGames Game Pauses,GamePauses,Social Interaction,SocialInteraction -Game Pauses,GamePauses,The Show Must Go On,TheShowMustGoOn -Game Pauses,GamePauses,Extra-Game Actions,Extra-GameActions -Game Pauses,GamePauses,Tension,Tension -Game Pauses,GamePauses,Cut Scenes,CutScenes -Save-Load Cycles,Save-LoadCycles,Save Points,SavePoints -Save-Load Cycles,Save-LoadCycles,Dedicated Game Facilitators,DedicatedGameFacilitators -Save-Load 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Cycles,Save-LoadCycles,Irreversible Actions,IrreversibleActions -Save-Load Cycles,Save-LoadCycles,Tension,Tension -Save-Load Cycles,Save-LoadCycles,Immersion,Immersion -Save-Load Cycles,Save-LoadCycles,Downtime,Downtime -Save-Load Cycles,Save-LoadCycles,Surprises,Surprises +Save-Load Cycles,Save-LoadCycles,Stimulated Planning,StimulatedPlanning Save-Load Cycles,Save-LoadCycles,Extra-Game Actions,Extra-GameActions -Save-Load Cycles,Save-LoadCycles,Leaps of Faith,LeapsofFaith -Save-Load Cycles,Save-LoadCycles,Experimenting,Experimenting Save-Load Cycles,Save-LoadCycles,Reversability,Reversability +Save-Load Cycles,Save-LoadCycles,Downtime,Downtime +Save-Load Cycles,Save-LoadCycles,Immersion,Immersion +Save-Load Cycles,Save-LoadCycles,Save Points,SavePoints +Save-Load Cycles,Save-LoadCycles,Leaps of Faith,LeapsofFaith +Save-Load Cycles,Save-LoadCycles,Spawning,Spawning Save-Load Cycles,Save-LoadCycles,Single-Player Games,Single-PlayerGames -Save-Load Cycles,Save-LoadCycles,Freedom of Choice,FreedomofChoice +Save-Load Cycles,Save-LoadCycles,Direct Information,DirectInformation +Save-Load Cycles,Save-LoadCycles,Penalties,Penalties +Save-Load Cycles,Save-LoadCycles,Game Pauses,GamePauses +Save-Load Cycles,Save-LoadCycles,Dedicated Game Facilitators,DedicatedGameFacilitators +Save-Load Cycles,Save-LoadCycles,Surprises,Surprises +Save-Load Cycles,Save-LoadCycles,Experimenting,Experimenting +Save-Load Cycles,Save-LoadCycles,Multiplayer Games,MultiplayerGames +Save-Load Cycles,Save-LoadCycles,Irreversible Actions,IrreversibleActions Save-Load Cycles,Save-LoadCycles,Trans-Game Information,Trans-GameInformation -Save-Load Cycles,Save-LoadCycles,Replayability,Replayability -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Eliminate,Eliminate -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Right Level of Difficulty,RightLevelofDifficulty -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Combat,Combat -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Hierarchy of Goals,HierarchyofGoals +Save-Load Cycles,Save-LoadCycles,Score,Score +Save-Load Cycles,Save-LoadCycles,Ability Losses,AbilityLosses +Save-Load Cycles,Save-LoadCycles,Near Miss Indicators,NearMissIndicators +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Last Man Standing,LastManStanding +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Capture,Capture +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Closure Points,ClosurePoints Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Boss Monsters,BossMonsters +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Hierarchy of Goals,HierarchyofGoals +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Narrative Structures,NarrativeStructures +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Combat,Combat Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Shrinking Game World,ShrinkingGameWorld -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Limited Set of Actions,LimitedSetofActions Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Non-Renewable Resources,Non-RenewableResources -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Varied Gameplay,VariedGameplay -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Closure Points,ClosurePoints -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Balancing Effects,BalancingEffects Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Empowerment,Empowerment -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Narrative Structures,NarrativeStructures -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Capture,Capture -Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Last Man Standing,LastManStanding +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Balancing Effects,BalancingEffects Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Overcome,Overcome -Strategic Knowledge,StrategicKnowledge,Predictable Consequences,PredictableConsequences -Strategic Knowledge,StrategicKnowledge,Area Control,AreaControl +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Right Level of Difficulty,RightLevelofDifficulty +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Varied Gameplay,VariedGameplay +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Eliminate,Eliminate +Higher-Level Closures as Gameplay Progresses,Higher-LevelClosuresasGameplayProgresses,Limited Set of Actions,LimitedSetofActions +Strategic Knowledge,StrategicKnowledge,Memorizing,Memorizing +Strategic Knowledge,StrategicKnowledge,Power-Ups,Power-Ups +Strategic Knowledge,StrategicKnowledge,Shared Resources,SharedResources +Strategic Knowledge,StrategicKnowledge,Selectable Sets of Goals,SelectableSetsofGoals +Strategic Knowledge,StrategicKnowledge,Game Mastery,GameMastery +Strategic Knowledge,StrategicKnowledge,Replayability,Replayability +Strategic Knowledge,StrategicKnowledge,Delayed Effects,DelayedEffects +Strategic Knowledge,StrategicKnowledge,Cut Scenes,CutScenes +Strategic Knowledge,StrategicKnowledge,Game State Overview,GameStateOverview Strategic Knowledge,StrategicKnowledge,Predefined Goals,PredefinedGoals -Strategic Knowledge,StrategicKnowledge,Strategic Locations,StrategicLocations -Strategic Knowledge,StrategicKnowledge,Shrinking Game World,ShrinkingGameWorld -Strategic Knowledge,StrategicKnowledge,Ultra-Powerful Events,Ultra-PowerfulEvents -Strategic Knowledge,StrategicKnowledge,Betting,Betting +Strategic Knowledge,StrategicKnowledge,Achilles' Heels,Achilles'Heels Strategic Knowledge,StrategicKnowledge,Extra-Game Information,Extra-GameInformation -Strategic Knowledge,StrategicKnowledge,Race,Race -Strategic Knowledge,StrategicKnowledge,Penalties,Penalties -Strategic Knowledge,StrategicKnowledge,Game Mastery,GameMastery -Strategic Knowledge,StrategicKnowledge,Storytelling,Storytelling -Strategic Knowledge,StrategicKnowledge,Stimulated Planning,StimulatedPlanning +Strategic Knowledge,StrategicKnowledge,Damage,Damage Strategic Knowledge,StrategicKnowledge,Dice,Dice -Strategic Knowledge,StrategicKnowledge,Resources,Resources Strategic Knowledge,StrategicKnowledge,Smooth Learning Curves,SmoothLearningCurves -Strategic Knowledge,StrategicKnowledge,Power-Ups,Power-Ups -Strategic Knowledge,StrategicKnowledge,Transfer of Control,TransferofControl +Strategic Knowledge,StrategicKnowledge,Race,Race +Strategic Knowledge,StrategicKnowledge,Stimulated Planning,StimulatedPlanning +Strategic Knowledge,StrategicKnowledge,Extra-Game Actions,Extra-GameActions +Strategic Knowledge,StrategicKnowledge,Storytelling,Storytelling +Strategic Knowledge,StrategicKnowledge,Ultra-Powerful Events,Ultra-PowerfulEvents +Strategic Knowledge,StrategicKnowledge,Perfect Information,PerfectInformation Strategic Knowledge,StrategicKnowledge,Meta Games,MetaGames -Strategic Knowledge,StrategicKnowledge,Cut Scenes,CutScenes -Strategic Knowledge,StrategicKnowledge,Tradeoffs,Tradeoffs -Strategic Knowledge,StrategicKnowledge,Randomness,Randomness -Strategic Knowledge,StrategicKnowledge,Unknown Goals,UnknownGoals Strategic Knowledge,StrategicKnowledge,Hierarchy of Goals,HierarchyofGoals -Strategic Knowledge,StrategicKnowledge,Damage,Damage -Strategic Knowledge,StrategicKnowledge,Spectators,Spectators +Strategic Knowledge,StrategicKnowledge,Predictable Consequences,PredictableConsequences +Strategic Knowledge,StrategicKnowledge,Game World Navigation,GameWorldNavigation +Strategic Knowledge,StrategicKnowledge,Area Control,AreaControl Strategic Knowledge,StrategicKnowledge,Combos,Combos +Strategic Knowledge,StrategicKnowledge,Shrinking Game World,ShrinkingGameWorld +Strategic Knowledge,StrategicKnowledge,Transfer of Control,TransferofControl +Strategic Knowledge,StrategicKnowledge,Public Information,PublicInformation +Strategic Knowledge,StrategicKnowledge,Tournaments,Tournaments +Strategic Knowledge,StrategicKnowledge,Randomness,Randomness +Strategic Knowledge,StrategicKnowledge,Betting,Betting +Strategic Knowledge,StrategicKnowledge,Penalties,Penalties Strategic Knowledge,StrategicKnowledge,Moveable Tiles,MoveableTiles -Strategic Knowledge,StrategicKnowledge,Luck,Luck -Strategic Knowledge,StrategicKnowledge,Empowerment,Empowerment -Strategic Knowledge,StrategicKnowledge,Game World Navigation,GameWorldNavigation -Strategic Knowledge,StrategicKnowledge,Extra-Game Actions,Extra-GameActions +Strategic Knowledge,StrategicKnowledge,Unknown Goals,UnknownGoals Strategic Knowledge,StrategicKnowledge,Experimenting,Experimenting -Strategic Knowledge,StrategicKnowledge,Guard,Guard -Strategic Knowledge,StrategicKnowledge,Public Information,PublicInformation +Strategic Knowledge,StrategicKnowledge,Luck,Luck Strategic Knowledge,StrategicKnowledge,Rewards,Rewards -Strategic Knowledge,StrategicKnowledge,Delayed Effects,DelayedEffects -Strategic Knowledge,StrategicKnowledge,Shared Resources,SharedResources -Strategic Knowledge,StrategicKnowledge,Achilles' Heels,Achilles'Heels -Strategic Knowledge,StrategicKnowledge,Tournaments,Tournaments Strategic Knowledge,StrategicKnowledge,Self-Facilitated Games,Self-FacilitatedGames -Strategic Knowledge,StrategicKnowledge,Perfect Information,PerfectInformation -Strategic Knowledge,StrategicKnowledge,Game State Overview,GameStateOverview -Strategic Knowledge,StrategicKnowledge,Memorizing,Memorizing -Strategic Knowledge,StrategicKnowledge,Trans-Game Information,Trans-GameInformation -Strategic Knowledge,StrategicKnowledge,Selectable Sets of Goals,SelectableSetsofGoals Strategic Knowledge,StrategicKnowledge,Illusion of Influence,IllusionofInfluence -Strategic Knowledge,StrategicKnowledge,Replayability,Replayability -Indirect Control,IndirectControl,Predictable Consequences,PredictableConsequences -Indirect Control,IndirectControl,Gain Ownership,GainOwnership +Strategic Knowledge,StrategicKnowledge,Strategic Locations,StrategicLocations +Strategic Knowledge,StrategicKnowledge,Spectators,Spectators +Strategic Knowledge,StrategicKnowledge,Trans-Game Information,Trans-GameInformation +Strategic Knowledge,StrategicKnowledge,Guard,Guard +Strategic Knowledge,StrategicKnowledge,Empowerment,Empowerment +Strategic Knowledge,StrategicKnowledge,Tradeoffs,Tradeoffs +Strategic Knowledge,StrategicKnowledge,Resources,Resources +Indirect Control,IndirectControl,Right Level of Complexity,RightLevelofComplexity +Indirect Control,IndirectControl,Focus Loci,FocusLoci +Indirect Control,IndirectControl,Dexterity-Based Actions,Dexterity-BasedActions Indirect Control,IndirectControl,Continuous Goals,ContinuousGoals +Indirect Control,IndirectControl,Predictable Consequences,PredictableConsequences Indirect Control,IndirectControl,Resources,Resources -Indirect Control,IndirectControl,Dexterity-Based Actions,Dexterity-BasedActions -Indirect Control,IndirectControl,Right Level of Complexity,RightLevelofComplexity Indirect Control,IndirectControl,Ability Losses,AbilityLosses -Indirect Control,IndirectControl,Traverse,Traverse -Indirect Control,IndirectControl,Focus Loci,FocusLoci Indirect Control,IndirectControl,Herd,Herd -Resource Locations,ResourceLocations,Strategic Locations,StrategicLocations -Resource Locations,ResourceLocations,Gain Ownership,GainOwnership +Indirect Control,IndirectControl,Traverse,Traverse +Indirect Control,IndirectControl,Gain Ownership,GainOwnership Resource Locations,ResourceLocations,Outstanding Features,OutstandingFeatures +Resource Locations,ResourceLocations,Traces,Traces +Resource Locations,ResourceLocations,Inaccessible Areas,InaccessibleAreas +Resource Locations,ResourceLocations,Strategic Locations,StrategicLocations +Resource Locations,ResourceLocations,Pick-Ups,Pick-Ups Resource Locations,ResourceLocations,Chargers,Chargers Resource Locations,ResourceLocations,Controllers,Controllers -Resource Locations,ResourceLocations,Pick-Ups,Pick-Ups -Resource Locations,ResourceLocations,Inaccessible Areas,InaccessibleAreas -Resource Locations,ResourceLocations,Traces,Traces +Resource Locations,ResourceLocations,Gain Ownership,GainOwnership +Traverse,Traverse,Delivery,Delivery +Traverse,Traverse,Indirect Control,IndirectControl +Traverse,Traverse,Selectable Sets of Goals,SelectableSetsofGoals +Traverse,Traverse,Goal Points,GoalPoints +Traverse,Traverse,Herd,Herd +Traverse,Traverse,Stealth,Stealth Traverse,Traverse,Save Points,SavePoints Traverse,Traverse,Area Control,AreaControl +Traverse,Traverse,Exploration,Exploration +Traverse,Traverse,Safe Havens,SafeHavens +Traverse,Traverse,Contact,Contact +Traverse,Traverse,Movement,Movement +Traverse,Traverse,Enemies,Enemies Traverse,Traverse,Progress Indicators,ProgressIndicators -Traverse,Traverse,Strategic Locations,StrategicLocations -Traverse,Traverse,Inaccessible Areas,InaccessibleAreas +Traverse,Traverse,Privileged Movement,PrivilegedMovement +Traverse,Traverse,Obstacles,Obstacles +Traverse,Traverse,Traces,Traces Traverse,Traverse,Narrative Structures,NarrativeStructures -Traverse,Traverse,Reconnaissance,Reconnaissance -Traverse,Traverse,Stealth,Stealth +Traverse,Traverse,Inaccessible Areas,InaccessibleAreas +Traverse,Traverse,Strategic Locations,StrategicLocations Traverse,Traverse,Chargers,Chargers -Traverse,Traverse,Obstacles,Obstacles -Traverse,Traverse,Delivery,Delivery -Traverse,Traverse,Safe Havens,SafeHavens Traverse,Traverse,Aim & Shoot,Aim&Shoot -Traverse,Traverse,Indirect Control,IndirectControl -Traverse,Traverse,Herd,Herd -Traverse,Traverse,Enemies,Enemies -Traverse,Traverse,Traces,Traces -Traverse,Traverse,Goal Points,GoalPoints +Traverse,Traverse,Reconnaissance,Reconnaissance Traverse,Traverse,Evade,Evade -Traverse,Traverse,Movement,Movement -Traverse,Traverse,Privileged Movement,PrivilegedMovement -Traverse,Traverse,Selectable Sets of Goals,SelectableSetsofGoals -Traverse,Traverse,Contact,Contact -Traverse,Traverse,Exploration,Exploration -Tiles,Tiles,Drawing Stacks,DrawingStacks Tiles,Tiles,Discard Piles,DiscardPiles +Tiles,Tiles,Tile-Laying,Tile-Laying Tiles,Tiles,Strategic Locations,StrategicLocations +Tiles,Tiles,Card Hands,CardHands Tiles,Tiles,Reconfigurable Game World,ReconfigurableGameWorld +Tiles,Tiles,Drawing Stacks,DrawingStacks Tiles,Tiles,Game World,GameWorld -Tiles,Tiles,Card Hands,CardHands Tiles,Tiles,Shrinking Game World,ShrinkingGameWorld -Tiles,Tiles,Tile-Laying,Tile-Laying Tiles,Tiles,Moveable Tiles,MoveableTiles -Closed Economies,ClosedEconomies,Player Elimination,PlayerElimination -Closed Economies,ClosedEconomies,Resources,Resources Closed Economies,ClosedEconomies,Reversability,Reversability -Closed Economies,ClosedEconomies,Non-Renewable Resources,Non-RenewableResources -Closed Economies,ClosedEconomies,Betting,Betting Closed Economies,ClosedEconomies,Transfer of Control,TransferofControl Closed Economies,ClosedEconomies,Renewable Resources,RenewableResources +Closed Economies,ClosedEconomies,Non-Renewable Resources,Non-RenewableResources +Closed Economies,ClosedEconomies,Betting,Betting +Closed Economies,ClosedEconomies,Player Elimination,PlayerElimination +Closed Economies,ClosedEconomies,Resources,Resources +Individual Penalties,IndividualPenalties,Downtime,Downtime +Individual Penalties,IndividualPenalties,Single-Player Games,Single-PlayerGames +Individual Penalties,IndividualPenalties,Social Dilemmas,SocialDilemmas Individual Penalties,IndividualPenalties,Mutual Goals,MutualGoals Individual Penalties,IndividualPenalties,Risk/Reward,RiskReward -Individual Penalties,IndividualPenalties,Alliances,Alliances Individual Penalties,IndividualPenalties,Predictable Consequences,PredictableConsequences -Individual Penalties,IndividualPenalties,Shared Penalties,SharedPenalties -Individual Penalties,IndividualPenalties,Player Elimination,PlayerElimination -Individual Penalties,IndividualPenalties,Downtime,Downtime -Individual Penalties,IndividualPenalties,Single-Player Games,Single-PlayerGames -Individual Penalties,IndividualPenalties,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties Individual Penalties,IndividualPenalties,Team Play,TeamPlay -Individual Penalties,IndividualPenalties,Social Dilemmas,SocialDilemmas +Individual Penalties,IndividualPenalties,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Individual Penalties,IndividualPenalties,Alliances,Alliances Individual Penalties,IndividualPenalties,Penalties,Penalties -Irreversible Actions,IrreversibleActions,Predictable Consequences,PredictableConsequences -Irreversible Actions,IrreversibleActions,Save-Load Cycles,Save-LoadCycles -Irreversible Actions,IrreversibleActions,Shrinking Game World,ShrinkingGameWorld +Individual Penalties,IndividualPenalties,Player Elimination,PlayerElimination +Individual Penalties,IndividualPenalties,Shared Penalties,SharedPenalties +Irreversible Actions,IrreversibleActions,Analysis Paralysis,AnalysisParalysis +Irreversible Actions,IrreversibleActions,Levels,Levels +Irreversible Actions,IrreversibleActions,Puzzle Solving,PuzzleSolving +Irreversible Actions,IrreversibleActions,Stimulated Planning,StimulatedPlanning Irreversible Actions,IrreversibleActions,Ultra-Powerful Events,Ultra-PowerfulEvents -Irreversible Actions,IrreversibleActions,Narrative Structures,NarrativeStructures +Irreversible Actions,IrreversibleActions,Leaps of Faith,LeapsofFaith Irreversible Actions,IrreversibleActions,Interruptible Actions,InterruptibleActions -Irreversible Actions,IrreversibleActions,Stimulated Planning,StimulatedPlanning -Irreversible Actions,IrreversibleActions,Non-Renewable Resources,Non-RenewableResources +Irreversible Actions,IrreversibleActions,Predictable Consequences,PredictableConsequences +Irreversible Actions,IrreversibleActions,Buttons,Buttons Irreversible Actions,IrreversibleActions,Spawning,Spawning -Irreversible Actions,IrreversibleActions,Puzzle Solving,PuzzleSolving +Irreversible Actions,IrreversibleActions,Shrinking Game World,ShrinkingGameWorld +Irreversible Actions,IrreversibleActions,Save-Load Cycles,Save-LoadCycles Irreversible 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Goals,UnknownGoals -Competition,Competition,Last Man Standing,LastManStanding +Competition,Competition,Mutual Goals,MutualGoals +Competition,Competition,Trading,Trading Competition,Competition,Agents,Agents -Uncertainty of Information,UncertaintyofInformation,Predictable Consequences,PredictableConsequences -Uncertainty of Information,UncertaintyofInformation,Progress Indicators,ProgressIndicators +Competition,Competition,Alliances,Alliances +Competition,Competition,Player Balance,PlayerBalance +Competition,Competition,Enemies,Enemies +Competition,Competition,Social Interaction,SocialInteraction +Competition,Competition,Dynamic Alliances,DynamicAlliances +Competition,Competition,Unknown Goals,UnknownGoals +Competition,Competition,Experimenting,Experimenting +Competition,Competition,Shared Rewards,SharedRewards +Competition,Competition,Rewards,Rewards +Competition,Competition,King of the Hill,KingoftheHill +Competition,Competition,Symmetric Goals,SymmetricGoals 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Abilities,PrivilegedAbilities +Avatars,Avatars,Ownership,Ownership +Avatars,Avatars,Producers,Producers +Avatars,Avatars,Emotional Immersion,EmotionalImmersion +Avatars,Avatars,Improved Abilities,ImprovedAbilities +Avatars,Avatars,Characters,Characters Avatars,Avatars,God Views,GodViews +Avatars,Avatars,Mule,Mule Avatars,Avatars,Enemies,Enemies +Avatars,Avatars,Tools,Tools +Avatars,Avatars,Roleplaying,Roleplaying +Avatars,Avatars,Privileged Abilities,PrivilegedAbilities +Avatars,Avatars,Parallel Lives,ParallelLives +Avatars,Avatars,First-Person Views,First-PersonViews +Avatars,Avatars,Persistent Game Worlds,PersistentGameWorlds Avatars,Avatars,Units,Units -Avatars,Avatars,Ownership,Ownership -Avatars,Avatars,Improved Abilities,ImprovedAbilities Producer-Consumer,Producer-Consumer,Converters,Converters -Producer-Consumer,Producer-Consumer,Predictable Consequences,PredictableConsequences -Producer-Consumer,Producer-Consumer,Resource Management,ResourceManagement -Producer-Consumer,Producer-Consumer,Units,Units -Producer-Consumer,Producer-Consumer,Resources,Resources +Producer-Consumer,Producer-Consumer,Investments,Investments Producer-Consumer,Producer-Consumer,Consumers,Consumers Producer-Consumer,Producer-Consumer,Right Level of Complexity,RightLevelofComplexity +Producer-Consumer,Producer-Consumer,Predictable Consequences,PredictableConsequences Producer-Consumer,Producer-Consumer,Container,Container -Producer-Consumer,Producer-Consumer,Varied Gameplay,VariedGameplay -Producer-Consumer,Producer-Consumer,Investments,Investments Producer-Consumer,Producer-Consumer,Producers,Producers +Producer-Consumer,Producer-Consumer,Resource Management,ResourceManagement +Producer-Consumer,Producer-Consumer,Varied Gameplay,VariedGameplay +Producer-Consumer,Producer-Consumer,Units,Units +Producer-Consumer,Producer-Consumer,Resources,Resources +Bidding,Bidding,Converters,Converters +Bidding,Bidding,Turn Taking,TurnTaking Bidding,Bidding,Area Control,AreaControl Bidding,Bidding,Asymmetric Information,AsymmetricInformation -Bidding,Bidding,Gain Ownership,GainOwnership -Bidding,Bidding,Betting,Betting -Bidding,Bidding,Resources,Resources -Bidding,Bidding,Collaborative Actions,CollaborativeActions -Bidding,Bidding,Direct Information,DirectInformation -Bidding,Bidding,Turn Taking,TurnTaking -Bidding,Bidding,Transfer of Control,TransferofControl -Bidding,Bidding,Tradeoffs,Tradeoffs +Bidding,Bidding,Player Defined Goals,PlayerDefinedGoals Bidding,Bidding,Cooperation,Cooperation Bidding,Bidding,Eliminate,Eliminate -Bidding,Bidding,Competition,Competition -Bidding,Bidding,Symmetric Information,SymmetricInformation -Bidding,Bidding,Converters,Converters -Bidding,Bidding,Negotiation,Negotiation +Bidding,Bidding,Transfer of Control,TransferofControl +Bidding,Bidding,Direct Information,DirectInformation +Bidding,Bidding,Betting,Betting +Bidding,Bidding,Gain Ownership,GainOwnership Bidding,Bidding,Rewards,Rewards -Bidding,Bidding,Player 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Balance,PlayerBalance -Symmetry,Symmetry,Symmetric Resource Distribution,SymmetricResourceDistribution +Symmetry,Symmetry,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation Symmetry,Symmetry,Handicaps,Handicaps Symmetry,Symmetry,Consistent Reality Logic,ConsistentRealityLogic Symmetry,Symmetry,Game Mastery,GameMastery +Symmetry,Symmetry,Team Balance,TeamBalance +Symmetry,Symmetry,Hovering Closures,HoveringClosures Symmetry,Symmetry,Asymmetric Abilities,AsymmetricAbilities -Extra-Game Consequences,Extra-GameConsequences,Illusionary Rewards,IllusionaryRewards -Extra-Game Consequences,Extra-GameConsequences,Creative Control,CreativeControl -Extra-Game Consequences,Extra-GameConsequences,Rewards,Rewards -Extra-Game Consequences,Extra-GameConsequences,Character Development,CharacterDevelopment -Extra-Game Consequences,Extra-GameConsequences,Committed Goals,CommittedGoals -Extra-Game Consequences,Extra-GameConsequences,Social Statuses,SocialStatuses -Extra-Game 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Consequences,Extra-GameConsequences,Social Statuses,SocialStatuses Extra-Game Consequences,Extra-GameConsequences,Meta Games,MetaGames +Extra-Game Consequences,Extra-GameConsequences,Illusionary Rewards,IllusionaryRewards +Extra-Game Consequences,Extra-GameConsequences,Creative Control,CreativeControl +Extra-Game Consequences,Extra-GameConsequences,Narrative Structures,NarrativeStructures +Extra-Game Consequences,Extra-GameConsequences,Trans-Game Information,Trans-GameInformation +Extra-Game Consequences,Extra-GameConsequences,Score,Score +Extra-Game Consequences,Extra-GameConsequences,Betting,Betting Extra-Game Consequences,Extra-GameConsequences,Persistent Game Worlds,PersistentGameWorlds -Extended Actions,ExtendedActions,Area Control,AreaControl -Extended Actions,ExtendedActions,Progress Indicators,ProgressIndicators -Extended Actions,ExtendedActions,Ultra-Powerful Events,Ultra-PowerfulEvents -Extended Actions,ExtendedActions,Perceivable Margins,PerceivableMargins -Extended Actions,ExtendedActions,Balancing Effects,BalancingEffects +Extra-Game Consequences,Extra-GameConsequences,Penalties,Penalties +Extra-Game Consequences,Extra-GameConsequences,Character Development,CharacterDevelopment +Extra-Game Consequences,Extra-GameConsequences,Player Defined Goals,PlayerDefinedGoals +Extra-Game Consequences,Extra-GameConsequences,Quick Games,QuickGames +Extended Actions,ExtendedActions,Tension,Tension +Extended Actions,ExtendedActions,Risk/Reward,RiskReward +Extended Actions,ExtendedActions,Freedom of Choice,FreedomofChoice +Extended Actions,ExtendedActions,Rhythm-Based Actions,Rhythm-BasedActions +Extended Actions,ExtendedActions,Delayed Effects,DelayedEffects Extended Actions,ExtendedActions,Game Mastery,GameMastery -Extended Actions,ExtendedActions,Interruptible Actions,InterruptibleActions Extended Actions,ExtendedActions,Stimulated Planning,StimulatedPlanning +Extended Actions,ExtendedActions,Ultra-Powerful Events,Ultra-PowerfulEvents +Extended Actions,ExtendedActions,Downtime,Downtime +Extended Actions,ExtendedActions,Dexterity-Based Actions,Dexterity-BasedActions +Extended Actions,ExtendedActions,Interruptible Actions,InterruptibleActions Extended Actions,ExtendedActions,Hovering Closures,HoveringClosures -Extended Actions,ExtendedActions,No-Ops,No-Ops -Extended Actions,ExtendedActions,Collaborative Actions,CollaborativeActions -Extended Actions,ExtendedActions,Attention Swapping,AttentionSwapping -Extended Actions,ExtendedActions,Irreversible Actions,IrreversibleActions -Extended Actions,ExtendedActions,Tension,Tension -Extended Actions,ExtendedActions,Producers,Producers +Extended Actions,ExtendedActions,Area Control,AreaControl Extended Actions,ExtendedActions,Geometric Rewards for Investments,GeometricRewardsforInvestments -Extended Actions,ExtendedActions,Downtime,Downtime Extended Actions,ExtendedActions,Combos,Combos +Extended Actions,ExtendedActions,Producers,Producers +Extended Actions,ExtendedActions,Attention Swapping,AttentionSwapping Extended Actions,ExtendedActions,Investments,Investments -Extended Actions,ExtendedActions,Rhythm-Based Actions,Rhythm-BasedActions -Extended Actions,ExtendedActions,Aim & Shoot,Aim&Shoot -Extended Actions,ExtendedActions,Risk/Reward,RiskReward +Extended Actions,ExtendedActions,Perceivable Margins,PerceivableMargins +Extended Actions,ExtendedActions,Focus Loci,FocusLoci Extended Actions,ExtendedActions,Illusionary Rewards,IllusionaryRewards -Extended Actions,ExtendedActions,Delayed Effects,DelayedEffects +Extended Actions,ExtendedActions,Balancing Effects,BalancingEffects +Extended Actions,ExtendedActions,No-Ops,No-Ops +Extended Actions,ExtendedActions,Progress Indicators,ProgressIndicators +Extended Actions,ExtendedActions,Irreversible Actions,IrreversibleActions Extended Actions,ExtendedActions,Continuous Goals,ContinuousGoals +Extended Actions,ExtendedActions,Collaborative Actions,CollaborativeActions +Extended Actions,ExtendedActions,Aim & Shoot,Aim&Shoot Extended Actions,ExtendedActions,Units,Units -Extended Actions,ExtendedActions,Dexterity-Based Actions,Dexterity-BasedActions -Extended Actions,ExtendedActions,Freedom of Choice,FreedomofChoice -Extended Actions,ExtendedActions,Focus Loci,FocusLoci -Pick-Ups,Pick-Ups,Limited Resources,LimitedResources -Pick-Ups,Pick-Ups,Resource Locations,ResourceLocations -Pick-Ups,Pick-Ups,Strategic Locations,StrategicLocations -Pick-Ups,Pick-Ups,Gain Ownership,GainOwnership -Pick-Ups,Pick-Ups,Collecting,Collecting -Pick-Ups,Pick-Ups,Collection,Collection Pick-Ups,Pick-Ups,Delivery,Delivery +Pick-Ups,Pick-Ups,Traces,Traces +Pick-Ups,Pick-Ups,Collecting,Collecting Pick-Ups,Pick-Ups,Maneuvering,Maneuvering -Pick-Ups,Pick-Ups,Balancing Effects,BalancingEffects +Pick-Ups,Pick-Ups,Strategic Locations,StrategicLocations +Pick-Ups,Pick-Ups,Renewable Resources,RenewableResources +Pick-Ups,Pick-Ups,Limited Resources,LimitedResources Pick-Ups,Pick-Ups,Supporting Goals,SupportingGoals -Pick-Ups,Pick-Ups,Traces,Traces +Pick-Ups,Pick-Ups,Balancing Effects,BalancingEffects Pick-Ups,Pick-Ups,Score,Score -Pick-Ups,Pick-Ups,Renewable Resources,RenewableResources -Indirect Information,IndirectInformation,Narrative Structures,NarrativeStructures -Indirect Information,IndirectInformation,Emotional Immersion,EmotionalImmersion -Indirect Information,IndirectInformation,Helpers,Helpers -Indirect Information,IndirectInformation,Gain Information,GainInformation -Indirect Information,IndirectInformation,Secret Alliances,SecretAlliances -Indirect Information,IndirectInformation,Imperfect Information,ImperfectInformation +Pick-Ups,Pick-Ups,Collection,Collection +Pick-Ups,Pick-Ups,Resource Locations,ResourceLocations +Pick-Ups,Pick-Ups,Gain Ownership,GainOwnership Indirect Information,IndirectInformation,Uncertainty of Information,UncertaintyofInformation -Indirect Information,IndirectInformation,Social Interaction,SocialInteraction +Indirect Information,IndirectInformation,Imperfect Information,ImperfectInformation +Indirect Information,IndirectInformation,Secret Alliances,SecretAlliances +Indirect Information,IndirectInformation,Clues,Clues Indirect Information,IndirectInformation,Puzzle Solving,PuzzleSolving -Indirect Information,IndirectInformation,Direct Information,DirectInformation -Indirect Information,IndirectInformation,Trading,Trading -Indirect Information,IndirectInformation,Betrayal,Betrayal -Indirect Information,IndirectInformation,Alternative Reality,AlternativeReality +Indirect Information,IndirectInformation,Helpers,Helpers +Indirect Information,IndirectInformation,Perfect Information,PerfectInformation Indirect Information,IndirectInformation,Game Masters,GameMasters -Indirect Information,IndirectInformation,Clues,Clues -Indirect Information,IndirectInformation,Communication Channels,CommunicationChannels Indirect Information,IndirectInformation,Consistent Reality Logic,ConsistentRealityLogic -Indirect Information,IndirectInformation,Perfect Information,PerfectInformation +Indirect Information,IndirectInformation,Alternative Reality,AlternativeReality +Indirect Information,IndirectInformation,Gain Information,GainInformation +Indirect Information,IndirectInformation,Emotional Immersion,EmotionalImmersion Indirect Information,IndirectInformation,Red Herrings,RedHerrings +Indirect Information,IndirectInformation,Trading,Trading +Indirect Information,IndirectInformation,Direct Information,DirectInformation +Indirect Information,IndirectInformation,Betrayal,Betrayal +Indirect Information,IndirectInformation,Communication Channels,CommunicationChannels +Indirect Information,IndirectInformation,Social Interaction,SocialInteraction +Indirect Information,IndirectInformation,Narrative Structures,NarrativeStructures Indirect Information,IndirectInformation,Bluffing,Bluffing -Combos,Combos,Progress Indicators,ProgressIndicators -Combos,Combos,Configuration,Configuration +Combos,Combos,Timing,Timing +Combos,Combos,Rhythm-Based Actions,Rhythm-BasedActions +Combos,Combos,Combat,Combat Combos,Combos,Extra-Game Information,Extra-GameInformation -Combos,Combos,Penalties,Penalties -Combos,Combos,Interruptible Actions,InterruptibleActions -Combos,Combos,Right Level of Complexity,RightLevelofComplexity Combos,Combos,Smooth Learning Curves,SmoothLearningCurves -Combos,Combos,Collaborative Actions,CollaborativeActions +Combos,Combos,Configuration,Configuration +Combos,Combos,Extra-Game Actions,Extra-GameActions +Combos,Combos,Interruptible Actions,InterruptibleActions Combos,Combos,Geometric Rewards for Investments,GeometricRewardsforInvestments -Combos,Combos,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation -Combos,Combos,Combat,Combat -Combos,Combos,Rhythm-Based Actions,Rhythm-BasedActions +Combos,Combos,Right Level of Complexity,RightLevelofComplexity Combos,Combos,Strategic Knowledge,StrategicKnowledge -Combos,Combos,Extra-Game Actions,Extra-GameActions -Combos,Combos,Experimenting,Experimenting -Combos,Combos,Privileged Abilities,PrivilegedAbilities Combos,Combos,Illusionary Rewards,IllusionaryRewards +Combos,Combos,Penalties,Penalties +Combos,Combos,Experimenting,Experimenting +Combos,Combos,Progress Indicators,ProgressIndicators Combos,Combos,Rewards,Rewards +Combos,Combos,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation Combos,Combos,Extended Actions,ExtendedActions -Combos,Combos,Timing,Timing -Cognitive Immersion,CognitiveImmersion,Predictable Consequences,PredictableConsequences -Cognitive Immersion,CognitiveImmersion,Budgeted Action Points,BudgetedActionPoints +Combos,Combos,Privileged Abilities,PrivilegedAbilities +Combos,Combos,Collaborative Actions,CollaborativeActions +Cognitive Immersion,CognitiveImmersion,Analysis Paralysis,AnalysisParalysis +Cognitive Immersion,CognitiveImmersion,Memorizing,Memorizing +Cognitive Immersion,CognitiveImmersion,Risk/Reward,RiskReward +Cognitive Immersion,CognitiveImmersion,Freedom of Choice,FreedomofChoice +Cognitive Immersion,CognitiveImmersion,Tradeoffs,Tradeoffs +Cognitive Immersion,CognitiveImmersion,Replayability,Replayability +Cognitive Immersion,CognitiveImmersion,Game State Overview,GameStateOverview Cognitive Immersion,CognitiveImmersion,Limited Planning Ability,LimitedPlanningAbility -Cognitive Immersion,CognitiveImmersion,Emotional Immersion,EmotionalImmersion -Cognitive Immersion,CognitiveImmersion,Stimulated Planning,StimulatedPlanning -Cognitive Immersion,CognitiveImmersion,Right Level of Complexity,RightLevelofComplexity -Cognitive Immersion,CognitiveImmersion,Disruption of Focused Attention,DisruptionofFocusedAttention Cognitive Immersion,CognitiveImmersion,Puzzle Solving,PuzzleSolving -Cognitive Immersion,CognitiveImmersion,Attention Swapping,AttentionSwapping -Cognitive Immersion,CognitiveImmersion,Tradeoffs,Tradeoffs -Cognitive Immersion,CognitiveImmersion,Immersion,Immersion -Cognitive Immersion,CognitiveImmersion,Resource Management,ResourceManagement -Cognitive Immersion,CognitiveImmersion,Downtime,Downtime -Cognitive Immersion,CognitiveImmersion,Analysis Paralysis,AnalysisParalysis +Cognitive Immersion,CognitiveImmersion,Stimulated Planning,StimulatedPlanning +Cognitive Immersion,CognitiveImmersion,Extra-Game Actions,Extra-GameActions Cognitive Immersion,CognitiveImmersion,Anticipation,Anticipation +Cognitive Immersion,CognitiveImmersion,Downtime,Downtime +Cognitive Immersion,CognitiveImmersion,Immersion,Immersion +Cognitive Immersion,CognitiveImmersion,Disruption of Focused Attention,DisruptionofFocusedAttention +Cognitive Immersion,CognitiveImmersion,Consistent Reality Logic,ConsistentRealityLogic +Cognitive Immersion,CognitiveImmersion,Predictable Consequences,PredictableConsequences Cognitive Immersion,CognitiveImmersion,Game World Navigation,GameWorldNavigation +Cognitive Immersion,CognitiveImmersion,Attention Swapping,AttentionSwapping +Cognitive Immersion,CognitiveImmersion,Budgeted Action Points,BudgetedActionPoints +Cognitive Immersion,CognitiveImmersion,Emotional Immersion,EmotionalImmersion +Cognitive Immersion,CognitiveImmersion,Focus Loci,FocusLoci +Cognitive Immersion,CognitiveImmersion,Right Level of Complexity,RightLevelofComplexity +Cognitive Immersion,CognitiveImmersion,Book-Keeping Tokens,Book-KeepingTokens Cognitive Immersion,CognitiveImmersion,Surprises,Surprises -Cognitive Immersion,CognitiveImmersion,Consistent Reality Logic,ConsistentRealityLogic -Cognitive Immersion,CognitiveImmersion,Extra-Game Actions,Extra-GameActions Cognitive Immersion,CognitiveImmersion,Experimenting,Experimenting -Cognitive Immersion,CognitiveImmersion,Risk/Reward,RiskReward -Cognitive Immersion,CognitiveImmersion,Game State Overview,GameStateOverview -Cognitive Immersion,CognitiveImmersion,Book-Keeping Tokens,Book-KeepingTokens -Cognitive Immersion,CognitiveImmersion,Memorizing,Memorizing -Cognitive Immersion,CognitiveImmersion,Focus Loci,FocusLoci -Cognitive Immersion,CognitiveImmersion,Freedom of Choice,FreedomofChoice +Cognitive Immersion,CognitiveImmersion,Resource Management,ResourceManagement Cognitive Immersion,CognitiveImmersion,Constructive Play,ConstructivePlay -Cognitive Immersion,CognitiveImmersion,Replayability,Replayability -Limited Foresight,LimitedForesight,Predictable Consequences,PredictableConsequences -Limited Foresight,LimitedForesight,Narrative Structures,NarrativeStructures -Limited Foresight,LimitedForesight,Limited Planning Ability,LimitedPlanningAbility -Limited Foresight,LimitedForesight,Stimulated Planning,StimulatedPlanning -Limited Foresight,LimitedForesight,Gain Information,GainInformation +Limited Foresight,LimitedForesight,Analysis Paralysis,AnalysisParalysis Limited Foresight,LimitedForesight,Imperfect Information,ImperfectInformation -Limited Foresight,LimitedForesight,Right Level of Complexity,RightLevelofComplexity -Limited Foresight,LimitedForesight,Closure Points,ClosurePoints +Limited Foresight,LimitedForesight,Limited Planning Ability,LimitedPlanningAbility +Limited Foresight,LimitedForesight,Game State Overview,GameStateOverview +Limited Foresight,LimitedForesight,Levels,Levels Limited Foresight,LimitedForesight,Smooth Learning Curves,SmoothLearningCurves Limited Foresight,LimitedForesight,Puzzle Solving,PuzzleSolving +Limited Foresight,LimitedForesight,Stimulated Planning,StimulatedPlanning +Limited Foresight,LimitedForesight,Game Masters,GameMasters +Limited Foresight,LimitedForesight,Predictable Consequences,PredictableConsequences +Limited Foresight,LimitedForesight,Exploration,Exploration Limited Foresight,LimitedForesight,Attention Swapping,AttentionSwapping +Limited Foresight,LimitedForesight,Gain Information,GainInformation +Limited Foresight,LimitedForesight,Right Level of Complexity,RightLevelofComplexity Limited Foresight,LimitedForesight,Randomness,Randomness -Limited Foresight,LimitedForesight,Levels,Levels -Limited Foresight,LimitedForesight,Analysis Paralysis,AnalysisParalysis -Limited Foresight,LimitedForesight,Game Masters,GameMasters Limited Foresight,LimitedForesight,Surprises,Surprises -Limited Foresight,LimitedForesight,Game State Overview,GameStateOverview +Limited Foresight,LimitedForesight,Closure Points,ClosurePoints Limited Foresight,LimitedForesight,Illusion of Influence,IllusionofInfluence -Limited Foresight,LimitedForesight,Exploration,Exploration -Resource Generators,ResourceGenerators,Mule,Mule -Resource Generators,ResourceGenerators,Limited Resources,LimitedResources +Limited Foresight,LimitedForesight,Narrative Structures,NarrativeStructures +Resource Generators,ResourceGenerators,Outstanding Features,OutstandingFeatures +Resource Generators,ResourceGenerators,Controllers,Controllers Resource Generators,ResourceGenerators,Eliminate,Eliminate +Resource Generators,ResourceGenerators,Trading,Trading Resource Generators,ResourceGenerators,Strategic Locations,StrategicLocations -Resource Generators,ResourceGenerators,Gain Ownership,GainOwnership +Resource Generators,ResourceGenerators,Ephemeral Goals,EphemeralGoals +Resource Generators,ResourceGenerators,Renewable Resources,RenewableResources +Resource Generators,ResourceGenerators,Limited Resources,LimitedResources +Resource Generators,ResourceGenerators,Exploration,Exploration +Resource Generators,ResourceGenerators,Dynamic Goal Characteristics,DynamicGoalCharacteristics Resource Generators,ResourceGenerators,Levels,Levels +Resource Generators,ResourceGenerators,Spawn Points,SpawnPoints Resource Generators,ResourceGenerators,Game World,GameWorld -Resource Generators,ResourceGenerators,Resources,Resources -Resource Generators,ResourceGenerators,Controllers,Controllers Resource Generators,ResourceGenerators,Chargers,Chargers -Resource Generators,ResourceGenerators,Ephemeral Goals,EphemeralGoals -Resource Generators,ResourceGenerators,Trading,Trading -Resource Generators,ResourceGenerators,Spawn Points,SpawnPoints -Resource Generators,ResourceGenerators,Outstanding Features,OutstandingFeatures -Resource Generators,ResourceGenerators,Dynamic Goal Characteristics,DynamicGoalCharacteristics -Resource Generators,ResourceGenerators,Exploration,Exploration -Resource Generators,ResourceGenerators,Renewable Resources,RenewableResources -Score,Score,Role Reversal,RoleReversal -Score,Score,Save Points,SavePoints -Score,Score,Progress Indicators,ProgressIndicators -Score,Score,Gain Ownership,GainOwnership -Score,Score,Save-Load Cycles,Save-LoadCycles -Score,Score,Pick-Ups,Pick-Ups -Score,Score,Balancing Effects,BalancingEffects -Score,Score,King of the Hill,KingoftheHill -Score,Score,Tied Results,TiedResults -Score,Score,Race,Race -Score,Score,Stimulated Planning,StimulatedPlanning -Score,Score,Resources,Resources +Resource Generators,ResourceGenerators,Mule,Mule +Resource Generators,ResourceGenerators,Resources,Resources +Resource Generators,ResourceGenerators,Gain Ownership,GainOwnership Score,Score,Turn Taking,TurnTaking Score,Score,Handicaps,Handicaps +Score,Score,Replayability,Replayability +Score,Score,Game State Overview,GameStateOverview +Score,Score,Race,Race +Score,Score,Stimulated Planning,StimulatedPlanning +Score,Score,Role Reversal,RoleReversal Score,Score,Meta Games,MetaGames -Score,Score,Tiebreakers,Tiebreakers -Score,Score,Dynamic Alliances,DynamicAlliances -Score,Score,Collecting,Collecting -Score,Score,Investments,Investments +Score,Score,Save Points,SavePoints Score,Score,Extra-Game Consequences,Extra-GameConsequences -Score,Score,Player Elimination,PlayerElimination -Score,Score,Continuous Goals,ContinuousGoals +Score,Score,Save-Load Cycles,Save-LoadCycles +Score,Score,Investments,Investments Score,Score,Single-Player Games,Single-PlayerGames +Score,Score,Collecting,Collecting Score,Score,Tournaments,Tournaments +Score,Score,Balancing Effects,BalancingEffects +Score,Score,Tied Results,TiedResults +Score,Score,Dynamic Alliances,DynamicAlliances +Score,Score,Gain Ownership,GainOwnership +Score,Score,Progress Indicators,ProgressIndicators +Score,Score,King of the Hill,KingoftheHill Score,Score,Status Indicators,StatusIndicators -Score,Score,Game State Overview,GameStateOverview +Score,Score,Continuous Goals,ContinuousGoals +Score,Score,Pick-Ups,Pick-Ups Score,Score,Trans-Game Information,Trans-GameInformation -Score,Score,Replayability,Replayability -Illusionary Rewards,IllusionaryRewards,Predictable Consequences,PredictableConsequences -Illusionary Rewards,IllusionaryRewards,Progress Indicators,ProgressIndicators -Illusionary Rewards,IllusionaryRewards,Social Statuses,SocialStatuses -Illusionary Rewards,IllusionaryRewards,Perceivable Margins,PerceivableMargins -Illusionary Rewards,IllusionaryRewards,Balancing Effects,BalancingEffects -Illusionary Rewards,IllusionaryRewards,Extra-Game Information,Extra-GameInformation -Illusionary Rewards,IllusionaryRewards,Narrative Structures,NarrativeStructures +Score,Score,Tiebreakers,Tiebreakers +Score,Score,Player Elimination,PlayerElimination +Score,Score,Resources,Resources +Illusionary Rewards,IllusionaryRewards,Rhythm-Based Actions,Rhythm-BasedActions Illusionary Rewards,IllusionaryRewards,Game Mastery,GameMastery +Illusionary Rewards,IllusionaryRewards,Clues,Clues +Illusionary Rewards,IllusionaryRewards,Extra-Game Information,Extra-GameInformation Illusionary Rewards,IllusionaryRewards,Helpers,Helpers +Illusionary Rewards,IllusionaryRewards,Social Statuses,SocialStatuses +Illusionary Rewards,IllusionaryRewards,Predictable Consequences,PredictableConsequences +Illusionary Rewards,IllusionaryRewards,Exploration,Exploration Illusionary Rewards,IllusionaryRewards,Combos,Combos -Illusionary Rewards,IllusionaryRewards,Rhythm-Based Actions,Rhythm-BasedActions -Illusionary Rewards,IllusionaryRewards,Clues,Clues -Illusionary Rewards,IllusionaryRewards,Perceived Chance to Succeed,PerceivedChancetoSucceed +Illusionary Rewards,IllusionaryRewards,Player Defined Goals,PlayerDefinedGoals Illusionary Rewards,IllusionaryRewards,Extra-Game Consequences,Extra-GameConsequences -Illusionary Rewards,IllusionaryRewards,Experimenting,Experimenting +Illusionary Rewards,IllusionaryRewards,Perceived Chance to Succeed,PerceivedChancetoSucceed Illusionary Rewards,IllusionaryRewards,Outstanding Features,OutstandingFeatures -Illusionary Rewards,IllusionaryRewards,Player Defined Goals,PlayerDefinedGoals -Illusionary Rewards,IllusionaryRewards,Extended Actions,ExtendedActions +Illusionary Rewards,IllusionaryRewards,Perceivable Margins,PerceivableMargins Illusionary Rewards,IllusionaryRewards,Tournaments,Tournaments +Illusionary Rewards,IllusionaryRewards,Balancing Effects,BalancingEffects +Illusionary Rewards,IllusionaryRewards,Experimenting,Experimenting +Illusionary Rewards,IllusionaryRewards,Progress Indicators,ProgressIndicators Illusionary Rewards,IllusionaryRewards,Traces,Traces -Illusionary Rewards,IllusionaryRewards,Exploration,Exploration +Illusionary Rewards,IllusionaryRewards,Narrative Structures,NarrativeStructures +Illusionary Rewards,IllusionaryRewards,Extended Actions,ExtendedActions +Disruption of Focused Attention,DisruptionofFocusedAttention,Spatial Immersion,SpatialImmersion Disruption of Focused Attention,DisruptionofFocusedAttention,Alarms,Alarms -Disruption of Focused Attention,DisruptionofFocusedAttention,Right Level of Difficulty,RightLevelofDifficulty -Disruption of Focused Attention,DisruptionofFocusedAttention,Enemies,Enemies -Disruption of Focused Attention,DisruptionofFocusedAttention,Real-Time Games,Real-TimeGames -Disruption of Focused Attention,DisruptionofFocusedAttention,Cognitive Immersion,CognitiveImmersion +Disruption of Focused Attention,DisruptionofFocusedAttention,Immersion,Immersion +Disruption of Focused Attention,DisruptionofFocusedAttention,Red Herrings,RedHerrings Disruption of Focused Attention,DisruptionofFocusedAttention,Dexterity-Based Actions,Dexterity-BasedActions +Disruption of Focused 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Points,ClosurePoints -Tournaments,Tournaments,Conflict,Conflict -Tournaments,Tournaments,Multiplayer Games,MultiplayerGames -Tournaments,Tournaments,Player Balance,PlayerBalance +Improved Abilities,ImprovedAbilities,Empowerment,Empowerment +Improved Abilities,ImprovedAbilities,Chargers,Chargers +Improved Abilities,ImprovedAbilities,Red Queen Dilemmas,RedQueenDilemmas +Improved Abilities,ImprovedAbilities,Planned Character Development,PlannedCharacterDevelopment Tournaments,Tournaments,Tension,Tension +Tournaments,Tournaments,Game Mastery,GameMastery +Tournaments,Tournaments,Replayability,Replayability +Tournaments,Tournaments,Combat,Combat +Tournaments,Tournaments,Last Man Standing,LastManStanding Tournaments,Tournaments,Meta Games,MetaGames -Tournaments,Tournaments,Asymmetric Abilities,AsymmetricAbilities -Tournaments,Tournaments,Tiebreakers,Tiebreakers Tournaments,Tournaments,Social Organizations,SocialOrganizations -Tournaments,Tournaments,Combat,Combat Tournaments,Tournaments,Hierarchy of Goals,HierarchyofGoals -Tournaments,Tournaments,Spectators,Spectators +Tournaments,Tournaments,Overcome,Overcome Tournaments,Tournaments,Quick Games,QuickGames +Tournaments,Tournaments,Perceivable Margins,PerceivableMargins Tournaments,Tournaments,Strategic Knowledge,StrategicKnowledge -Tournaments,Tournaments,Overcome,Overcome Tournaments,Tournaments,Illusionary Rewards,IllusionaryRewards +Tournaments,Tournaments,Player Balance,PlayerBalance +Tournaments,Tournaments,Betting,Betting +Tournaments,Tournaments,Tied Results,TiedResults +Tournaments,Tournaments,Closure Points,ClosurePoints Tournaments,Tournaments,Self-Facilitated Games,Self-FacilitatedGames +Tournaments,Tournaments,Multiplayer Games,MultiplayerGames +Tournaments,Tournaments,Spectators,Spectators Tournaments,Tournaments,Trans-Game Information,Trans-GameInformation -Tournaments,Tournaments,Last Man Standing,LastManStanding -Tournaments,Tournaments,Replayability,Replayability -Interruptible Actions,InterruptibleActions,Risk/Reward,RiskReward -Interruptible Actions,InterruptibleActions,Privileged Abilities,PrivilegedAbilities +Tournaments,Tournaments,Asymmetric Abilities,AsymmetricAbilities +Tournaments,Tournaments,Score,Score +Tournaments,Tournaments,Tiebreakers,Tiebreakers +Tournaments,Tournaments,Conflict,Conflict Interruptible Actions,InterruptibleActions,Interferable Goals,InterferableGoals -Interruptible Actions,InterruptibleActions,Negotiation,Negotiation -Interruptible Actions,InterruptibleActions,Delayed Effects,DelayedEffects +Interruptible Actions,InterruptibleActions,Storytelling,Storytelling +Interruptible Actions,InterruptibleActions,Turn Taking,TurnTaking Interruptible Actions,InterruptibleActions,Trading,Trading -Interruptible Actions,InterruptibleActions,Combos,Combos Interruptible Actions,InterruptibleActions,Extended Actions,ExtendedActions +Interruptible Actions,InterruptibleActions,Risk/Reward,RiskReward +Interruptible Actions,InterruptibleActions,Negotiation,Negotiation +Interruptible Actions,InterruptibleActions,Irreversible Actions,IrreversibleActions +Interruptible Actions,InterruptibleActions,Privileged Abilities,PrivilegedAbilities +Interruptible Actions,InterruptibleActions,Delayed Effects,DelayedEffects Interruptible Actions,InterruptibleActions,Balancing Effects,BalancingEffects +Interruptible Actions,InterruptibleActions,Combos,Combos Interruptible Actions,InterruptibleActions,Attention Swapping,AttentionSwapping -Interruptible Actions,InterruptibleActions,Turn Taking,TurnTaking -Interruptible Actions,InterruptibleActions,Irreversible Actions,IrreversibleActions -Interruptible Actions,InterruptibleActions,Storytelling,Storytelling -Buttons,Buttons,Controllers,Controllers Buttons,Buttons,Reversability,Reversability Buttons,Buttons,Irreversible Actions,IrreversibleActions +Buttons,Buttons,Controllers,Controllers God Views,GodViews,Emotional Immersion,EmotionalImmersion -God Views,GodViews,Public Information,PublicInformation God Views,GodViews,Avatars,Avatars +God Views,GodViews,Spatial Immersion,SpatialImmersion +God Views,GodViews,Public Information,PublicInformation +God Views,GodViews,Game State Overview,GameStateOverview God Views,GodViews,Fog of War,FogofWar -God Views,GodViews,Game World,GameWorld God Views,GodViews,First-Person Views,First-PersonViews -God Views,GodViews,Cameras,Cameras -God Views,GodViews,Third-Person Views,Third-PersonViews God Views,GodViews,Aim & Shoot,Aim&Shoot -God Views,GodViews,Game State Overview,GameStateOverview +God Views,GodViews,Game World,GameWorld God Views,GodViews,Attention Swapping,AttentionSwapping -God Views,GodViews,Spatial Immersion,SpatialImmersion -Hovering Closures,HoveringClosures,Predictable Consequences,PredictableConsequences -Hovering Closures,HoveringClosures,Progress Indicators,ProgressIndicators -Hovering Closures,HoveringClosures,Configuration,Configuration -Hovering Closures,HoveringClosures,Uncommitted Alliances,UncommittedAlliances -Hovering Closures,HoveringClosures,Ultra-Powerful Events,Ultra-PowerfulEvents -Hovering Closures,HoveringClosures,Betting,Betting -Hovering Closures,HoveringClosures,Narrative Structures,NarrativeStructures -Hovering Closures,HoveringClosures,Emotional Immersion,EmotionalImmersion +God Views,GodViews,Third-Person Views,Third-PersonViews +God Views,GodViews,Cameras,Cameras Hovering Closures,HoveringClosures,Alignment,Alignment -Hovering Closures,HoveringClosures,Delayed Reciprocity,DelayedReciprocity Hovering Closures,HoveringClosures,Turn Taking,TurnTaking +Hovering Closures,HoveringClosures,Delayed Effects,DelayedEffects Hovering Closures,HoveringClosures,Levels,Levels +Hovering Closures,HoveringClosures,Configuration,Configuration Hovering Closures,HoveringClosures,Anticipation,Anticipation +Hovering Closures,HoveringClosures,Ultra-Powerful Events,Ultra-PowerfulEvents +Hovering Closures,HoveringClosures,Predictable Consequences,PredictableConsequences +Hovering Closures,HoveringClosures,Time Limits,TimeLimits Hovering Closures,HoveringClosures,Quick Games,QuickGames -Hovering Closures,HoveringClosures,The Show Must Go On,TheShowMustGoOn +Hovering Closures,HoveringClosures,Emotional Immersion,EmotionalImmersion +Hovering Closures,HoveringClosures,Uncommitted Alliances,UncommittedAlliances +Hovering Closures,HoveringClosures,Delayed Reciprocity,DelayedReciprocity +Hovering Closures,HoveringClosures,Betting,Betting Hovering Closures,HoveringClosures,Surprises,Surprises -Hovering Closures,HoveringClosures,Delayed Effects,DelayedEffects +Hovering Closures,HoveringClosures,Progress Indicators,ProgressIndicators +Hovering Closures,HoveringClosures,The Show Must Go On,TheShowMustGoOn +Hovering Closures,HoveringClosures,Extended Actions,ExtendedActions +Hovering Closures,HoveringClosures,Narrative Structures,NarrativeStructures Hovering Closures,HoveringClosures,Continuous Goals,ContinuousGoals Hovering Closures,HoveringClosures,Symmetry,Symmetry -Hovering Closures,HoveringClosures,Extended Actions,ExtendedActions -Hovering Closures,HoveringClosures,Time Limits,TimeLimits +Tick-Based Games,Tick-BasedGames,Budgeted Action Points,BudgetedActionPoints Tick-Based Games,Tick-BasedGames,Turn-Based Games,Turn-BasedGames -Tick-Based Games,Tick-BasedGames,Real-Time Games,Real-TimeGames -Tick-Based Games,Tick-BasedGames,Asynchronous Games,AsynchronousGames Tick-Based Games,Tick-BasedGames,Downtime,Downtime -Tick-Based Games,Tick-BasedGames,Dedicated Game Facilitators,DedicatedGameFacilitators -Tick-Based Games,Tick-BasedGames,No-Ops,No-Ops -Tick-Based Games,Tick-BasedGames,Time Limits,TimeLimits -Tick-Based Games,Tick-BasedGames,Synchronous Games,SynchronousGames -Tick-Based Games,Tick-BasedGames,Budgeted Action Points,BudgetedActionPoints Tick-Based Games,Tick-BasedGames,Turn Taking,TurnTaking +Tick-Based Games,Tick-BasedGames,Synchronous Games,SynchronousGames +Tick-Based Games,Tick-BasedGames,Asynchronous Games,AsynchronousGames +Tick-Based Games,Tick-BasedGames,Time Limits,TimeLimits +Tick-Based Games,Tick-BasedGames,Real-Time Games,Real-TimeGames Tick-Based Games,Tick-BasedGames,Game Pauses,GamePauses -Goal Indicators,GoalIndicators,Public Information,PublicInformation -Goal Indicators,GoalIndicators,Player Defined Goals,PlayerDefinedGoals -Goal Indicators,GoalIndicators,Time Limits,TimeLimits +Tick-Based Games,Tick-BasedGames,Dedicated Game Facilitators,DedicatedGameFacilitators +Tick-Based Games,Tick-BasedGames,No-Ops,No-Ops Goal Indicators,GoalIndicators,Uncertainty of Information,UncertaintyofInformation +Goal Indicators,GoalIndicators,Public Information,PublicInformation Goal Indicators,GoalIndicators,Narrative Structures,NarrativeStructures -Goal Indicators,GoalIndicators,Goal Points,GoalPoints -Goal Indicators,GoalIndicators,Game State Overview,GameStateOverview Goal Indicators,GoalIndicators,Direct Information,DirectInformation +Goal 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-Delayed Effects,DelayedEffects,Stimulated Planning,StimulatedPlanning Delayed Effects,DelayedEffects,Hovering Closures,HoveringClosures -Delayed Effects,DelayedEffects,Uncertainty of Information,UncertaintyofInformation -Delayed Effects,DelayedEffects,Delayed Reciprocity,DelayedReciprocity -Delayed Effects,DelayedEffects,Tension,Tension -Delayed Effects,DelayedEffects,Tradeoffs,Tradeoffs +Delayed Effects,DelayedEffects,Time Limits,TimeLimits +Delayed Effects,DelayedEffects,Quick Games,QuickGames +Delayed Effects,DelayedEffects,Investments,Investments +Delayed Effects,DelayedEffects,Strategic Knowledge,StrategicKnowledge Delayed Effects,DelayedEffects,Randomness,Randomness +Delayed Effects,DelayedEffects,Delayed Reciprocity,DelayedReciprocity +Delayed Effects,DelayedEffects,Balancing Effects,BalancingEffects +Delayed Effects,DelayedEffects,Betting,Betting Delayed Effects,DelayedEffects,Betrayal,Betrayal -Delayed Effects,DelayedEffects,Anticipation,Anticipation Delayed Effects,DelayedEffects,Luck,Luck -Delayed Effects,DelayedEffects,Investments,Investments -Delayed Effects,DelayedEffects,Quick Games,QuickGames -Delayed Effects,DelayedEffects,Strategic Knowledge,StrategicKnowledge -Delayed Effects,DelayedEffects,Time Limits,TimeLimits +Delayed Effects,DelayedEffects,Progress Indicators,ProgressIndicators Delayed Effects,DelayedEffects,Extended Actions,ExtendedActions -Delayed Effects,DelayedEffects,Memorizing,Memorizing -Delayed Effects,DelayedEffects,Timing,Timing -Planned Character Development,PlannedCharacterDevelopment,Predefined Goals,PredefinedGoals -Planned Character Development,PlannedCharacterDevelopment,Team Development,TeamDevelopment +Delayed Effects,DelayedEffects,Tradeoffs,Tradeoffs +Planned Character Development,PlannedCharacterDevelopment,Competence Areas,CompetenceAreas +Planned Character Development,PlannedCharacterDevelopment,Freedom of Choice,FreedomofChoice Planned Character Development,PlannedCharacterDevelopment,Team Play,TeamPlay -Planned Character Development,PlannedCharacterDevelopment,Characters,Characters -Planned Character Development,PlannedCharacterDevelopment,Narrative Structures,NarrativeStructures +Planned Character Development,PlannedCharacterDevelopment,Predefined Goals,PredefinedGoals Planned Character Development,PlannedCharacterDevelopment,Gain Competence,GainCompetence -Planned Character Development,PlannedCharacterDevelopment,Stimulated Planning,StimulatedPlanning -Planned Character Development,PlannedCharacterDevelopment,Creative Control,CreativeControl Planned Character Development,PlannedCharacterDevelopment,Character Development,CharacterDevelopment -Planned Character Development,PlannedCharacterDevelopment,New Abilities,NewAbilities -Planned Character Development,PlannedCharacterDevelopment,Identification,Identification -Planned Character Development,PlannedCharacterDevelopment,Competence Areas,CompetenceAreas -Planned Character Development,PlannedCharacterDevelopment,Incompatible Goals,IncompatibleGoals +Planned Character Development,PlannedCharacterDevelopment,Stimulated Planning,StimulatedPlanning +Planned Character Development,PlannedCharacterDevelopment,Extra-Game Actions,Extra-GameActions Planned Character Development,PlannedCharacterDevelopment,Anticipation,Anticipation Planned Character Development,PlannedCharacterDevelopment,Game Masters,GameMasters -Planned Character Development,PlannedCharacterDevelopment,Skills,Skills -Planned Character Development,PlannedCharacterDevelopment,Extra-Game Actions,Extra-GameActions Planned Character Development,PlannedCharacterDevelopment,Dynamic Goal Characteristics,DynamicGoalCharacteristics -Planned Character Development,PlannedCharacterDevelopment,Privileged Abilities,PrivilegedAbilities -Planned Character Development,PlannedCharacterDevelopment,Rewards,Rewards -Planned Character Development,PlannedCharacterDevelopment,Continuous Goals,ContinuousGoals Planned 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Character Development,PlannedCharacterDevelopment,Rewards,Rewards Planned Character Development,PlannedCharacterDevelopment,Illusion of Influence,IllusionofInfluence -Planned Character Development,PlannedCharacterDevelopment,Improved Abilities,ImprovedAbilities -Rhythm-Based Actions,Rhythm-BasedActions,Illusionary Rewards,IllusionaryRewards -Rhythm-Based Actions,Rhythm-BasedActions,Right Level of Difficulty,RightLevelofDifficulty +Planned Character Development,PlannedCharacterDevelopment,Narrative Structures,NarrativeStructures +Planned Character Development,PlannedCharacterDevelopment,Privileged Abilities,PrivilegedAbilities +Planned Character Development,PlannedCharacterDevelopment,Continuous Goals,ContinuousGoals +Planned Character Development,PlannedCharacterDevelopment,Creative Control,CreativeControl +Rhythm-Based Actions,Rhythm-BasedActions,Timing,Timing Rhythm-Based Actions,Rhythm-BasedActions,Progress Indicators,ProgressIndicators -Rhythm-Based Actions,Rhythm-BasedActions,Configuration,Configuration -Rhythm-Based Actions,Rhythm-BasedActions,Real-Time Games,Real-TimeGames -Rhythm-Based Actions,Rhythm-BasedActions,Right Level of Complexity,RightLevelofComplexity Rhythm-Based Actions,Rhythm-BasedActions,Ultra-Powerful Events,Ultra-PowerfulEvents -Rhythm-Based Actions,Rhythm-BasedActions,Deadly Traps,DeadlyTraps -Rhythm-Based Actions,Rhythm-BasedActions,Combos,Combos -Rhythm-Based Actions,Rhythm-BasedActions,Sensory-Motoric Immersion,Sensory-MotoricImmersion -Rhythm-Based Actions,Rhythm-BasedActions,Extended Actions,ExtendedActions -Rhythm-Based Actions,Rhythm-BasedActions,Moveable Tiles,MoveableTiles -Rhythm-Based Actions,Rhythm-BasedActions,Reconnaissance,Reconnaissance Rhythm-Based Actions,Rhythm-BasedActions,The Show Must Go On,TheShowMustGoOn -Rhythm-Based Actions,Rhythm-BasedActions,Timing,Timing +Rhythm-Based Actions,Rhythm-BasedActions,Right Level of Complexity,RightLevelofComplexity +Rhythm-Based Actions,Rhythm-BasedActions,Illusionary Rewards,IllusionaryRewards +Rhythm-Based Actions,Rhythm-BasedActions,Extended Actions,ExtendedActions Rhythm-Based Actions,Rhythm-BasedActions,Game Mastery,GameMastery Rhythm-Based Actions,Rhythm-BasedActions,Overcome,Overcome -Near Miss Indicators,NearMissIndicators,Stimulated Planning,StimulatedPlanning +Rhythm-Based Actions,Rhythm-BasedActions,Deadly Traps,DeadlyTraps +Rhythm-Based Actions,Rhythm-BasedActions,Sensory-Motoric Immersion,Sensory-MotoricImmersion +Rhythm-Based Actions,Rhythm-BasedActions,Real-Time Games,Real-TimeGames +Rhythm-Based Actions,Rhythm-BasedActions,Right Level of Difficulty,RightLevelofDifficulty +Rhythm-Based Actions,Rhythm-BasedActions,Combos,Combos +Rhythm-Based Actions,Rhythm-BasedActions,Reconnaissance,Reconnaissance +Rhythm-Based Actions,Rhythm-BasedActions,Moveable Tiles,MoveableTiles +Rhythm-Based Actions,Rhythm-BasedActions,Configuration,Configuration +Near Miss Indicators,NearMissIndicators,Perceived Chance to Succeed,PerceivedChancetoSucceed Near Miss Indicators,NearMissIndicators,Progress Indicators,ProgressIndicators -Near Miss Indicators,NearMissIndicators,Save-Load Cycles,Save-LoadCycles -Near Miss Indicators,NearMissIndicators,Imperfect Information,ImperfectInformation -Near Miss Indicators,NearMissIndicators,Luck,Luck Near Miss Indicators,NearMissIndicators,Anticipation,Anticipation Near Miss Indicators,NearMissIndicators,Outcome Indicators,OutcomeIndicators -Near Miss Indicators,NearMissIndicators,Game State Overview,GameStateOverview -Near Miss Indicators,NearMissIndicators,Perceived Chance to Succeed,PerceivedChancetoSucceed +Near Miss Indicators,NearMissIndicators,Luck,Luck +Near Miss Indicators,NearMissIndicators,Save-Load Cycles,Save-LoadCycles Near Miss Indicators,NearMissIndicators,Tension,Tension +Near Miss Indicators,NearMissIndicators,Imperfect Information,ImperfectInformation Near Miss Indicators,NearMissIndicators,Replayability,Replayability +Near Miss Indicators,NearMissIndicators,Game State Overview,GameStateOverview +Near Miss Indicators,NearMissIndicators,Stimulated Planning,StimulatedPlanning +Dynamic Alliances,DynamicAlliances,Competence Areas,CompetenceAreas +Dynamic Alliances,DynamicAlliances,Team Play,TeamPlay +Dynamic Alliances,DynamicAlliances,Last Man Standing,LastManStanding Dynamic Alliances,DynamicAlliances,Role Reversal,RoleReversal -Dynamic Alliances,DynamicAlliances,Alliances,Alliances +Dynamic Alliances,DynamicAlliances,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Dynamic Alliances,DynamicAlliances,Cooperation,Cooperation +Dynamic Alliances,DynamicAlliances,Safe Havens,SafeHavens Dynamic Alliances,DynamicAlliances,Team Development,TeamDevelopment Dynamic Alliances,DynamicAlliances,Uncommitted Alliances,UncommittedAlliances -Dynamic Alliances,DynamicAlliances,Varied Gameplay,VariedGameplay -Dynamic Alliances,DynamicAlliances,Team Play,TeamPlay -Dynamic Alliances,DynamicAlliances,King of the Hill,KingoftheHill -Dynamic Alliances,DynamicAlliances,Score,Score -Dynamic Alliances,DynamicAlliances,Social Dilemmas,SocialDilemmas +Dynamic Alliances,DynamicAlliances,Alliances,Alliances Dynamic Alliances,DynamicAlliances,Penalties,Penalties +Dynamic Alliances,DynamicAlliances,Varied Gameplay,VariedGameplay Dynamic Alliances,DynamicAlliances,Social Interaction,SocialInteraction +Dynamic Alliances,DynamicAlliances,King of the Hill,KingoftheHill +Dynamic Alliances,DynamicAlliances,Negotiation,Negotiation Dynamic Alliances,DynamicAlliances,Collaborative Actions,CollaborativeActions -Dynamic Alliances,DynamicAlliances,Cooperation,Cooperation -Dynamic Alliances,DynamicAlliances,Competence Areas,CompetenceAreas -Dynamic Alliances,DynamicAlliances,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties -Dynamic Alliances,DynamicAlliances,Safe Havens,SafeHavens +Dynamic Alliances,DynamicAlliances,Score,Score Dynamic Alliances,DynamicAlliances,Competition,Competition -Dynamic Alliances,DynamicAlliances,Negotiation,Negotiation -Dynamic Alliances,DynamicAlliances,Last Man Standing,LastManStanding -Damage,Damage,Predictable Consequences,PredictableConsequences -Damage,Damage,Ability Losses,AbilityLosses -Damage,Damage,Characters,Characters -Damage,Damage,King of the Hill,KingoftheHill -Damage,Damage,Lives,Lives -Damage,Damage,Penalties,Penalties -Damage,Damage,Renewable Resources,RenewableResources +Dynamic Alliances,DynamicAlliances,Social Dilemmas,SocialDilemmas Damage,Damage,Consumers,Consumers -Damage,Damage,Resources,Resources -Damage,Damage,Deadly Traps,DeadlyTraps Damage,Damage,Tension,Tension -Damage,Damage,Randomness,Randomness -Damage,Damage,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation -Damage,Damage,Eliminate,Eliminate +Damage,Damage,Risk/Reward,RiskReward Damage,Damage,Combat,Combat +Damage,Damage,Achilles' Heels,Achilles'Heels Damage,Damage,Downtime,Downtime -Damage,Damage,Skills,Skills +Damage,Damage,Predictable Consequences,PredictableConsequences +Damage,Damage,Deadly Traps,DeadlyTraps +Damage,Damage,Eliminate,Eliminate +Damage,Damage,Characters,Characters Damage,Damage,Strategic Knowledge,StrategicKnowledge +Damage,Damage,Randomness,Randomness +Damage,Damage,Renewable Resources,RenewableResources +Damage,Damage,Penalties,Penalties Damage,Damage,Surprises,Surprises -Damage,Damage,Risk/Reward,RiskReward -Damage,Damage,Units,Units -Damage,Damage,Achilles' Heels,Achilles'Heels -Damage,Damage,Evade,Evade +Damage,Damage,Lives,Lives +Damage,Damage,Skills,Skills +Damage,Damage,Orthogonal Unit Differentiation,OrthogonalUnitDifferentiation +Damage,Damage,King of the Hill,KingoftheHill Damage,Damage,Status Indicators,StatusIndicators -Replayability,Replayability,Save-Load Cycles,Save-LoadCycles -Replayability,Replayability,Optional Goals,OptionalGoals -Replayability,Replayability,Dedicated Game Facilitators,DedicatedGameFacilitators -Replayability,Replayability,Inaccessible Areas,InaccessibleAreas -Replayability,Replayability,Varied Gameplay,VariedGameplay -Replayability,Replayability,Narrative Structures,NarrativeStructures -Replayability,Replayability,Score,Score -Replayability,Replayability,Game Mastery,GameMastery +Damage,Damage,Ability Losses,AbilityLosses +Damage,Damage,Evade,Evade +Damage,Damage,Units,Units +Damage,Damage,Resources,Resources Replayability,Replayability,Memorizing,Memorizing -Replayability,Replayability,Near Miss Indicators,NearMissIndicators -Replayability,Replayability,Cognitive Immersion,CognitiveImmersion +Replayability,Replayability,Selectable Sets of Goals,SelectableSetsofGoals +Replayability,Replayability,Tension,Tension +Replayability,Replayability,Freedom of Choice,FreedomofChoice +Replayability,Replayability,Game Mastery,GameMastery Replayability,Replayability,Imperfect Information,ImperfectInformation +Replayability,Replayability,Reconfigurable Game World,ReconfigurableGameWorld Replayability,Replayability,Puzzle Solving,PuzzleSolving -Replayability,Replayability,Tension,Tension -Replayability,Replayability,Asymmetric Abilities,AsymmetricAbilities -Replayability,Replayability,Asymmetric Goals,AsymmetricGoals +Replayability,Replayability,Reversability,Reversability Replayability,Replayability,Easter Eggs,EasterEggs -Replayability,Replayability,Conceal,Conceal -Replayability,Replayability,Strategic Knowledge,StrategicKnowledge -Replayability,Replayability,Surprises,Surprises -Replayability,Replayability,Reconfigurable Game World,ReconfigurableGameWorld +Replayability,Replayability,Exploration,Exploration Replayability,Replayability,High Score Lists,HighScoreLists -Replayability,Replayability,Reversability,Reversability +Replayability,Replayability,Save-Load Cycles,Save-LoadCycles +Replayability,Replayability,Asymmetric Goals,AsymmetricGoals +Replayability,Replayability,Strategic Knowledge,StrategicKnowledge Replayability,Replayability,Tournaments,Tournaments -Replayability,Replayability,Freedom of Choice,FreedomofChoice +Replayability,Replayability,Varied Gameplay,VariedGameplay +Replayability,Replayability,Dedicated Game Facilitators,DedicatedGameFacilitators +Replayability,Replayability,Optional Goals,OptionalGoals +Replayability,Replayability,Surprises,Surprises Replayability,Replayability,Unknown Goals,UnknownGoals +Replayability,Replayability,Narrative Structures,NarrativeStructures +Replayability,Replayability,Inaccessible Areas,InaccessibleAreas Replayability,Replayability,Trans-Game Information,Trans-GameInformation -Replayability,Replayability,Selectable Sets of Goals,SelectableSetsofGoals -Replayability,Replayability,Exploration,Exploration -Cards,Cards,Discard Piles,DiscardPiles -Cards,Cards,Drawing Stacks,DrawingStacks +Replayability,Replayability,Asymmetric Abilities,AsymmetricAbilities +Replayability,Replayability,Conceal,Conceal +Replayability,Replayability,Score,Score +Replayability,Replayability,Cognitive Immersion,CognitiveImmersion +Replayability,Replayability,Near Miss Indicators,NearMissIndicators Cards,Cards,Converters,Converters -Cards,Cards,Imperfect Information,ImperfectInformation -Cards,Cards,Card Hands,CardHands +Cards,Cards,Discard Piles,DiscardPiles Cards,Cards,Consumers,Consumers -Cards,Cards,Non-Renewable Resources,Non-RenewableResources -Cards,Cards,Book-Keeping Tokens,Book-KeepingTokens Cards,Cards,Focus Loci,FocusLoci +Cards,Cards,Book-Keeping Tokens,Book-KeepingTokens Cards,Cards,Randomness,Randomness +Cards,Cards,Imperfect Information,ImperfectInformation +Cards,Cards,Card Hands,CardHands +Cards,Cards,Non-Renewable Resources,Non-RenewableResources +Cards,Cards,Drawing Stacks,DrawingStacks