v1.2
Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
- AbilityLosses.json +79 -126
- Achilles'Heels.json +40 -56
- Agents.json +24 -22
- Aim&Shoot.json +66 -98
- Alarms.json +27 -65
- Alignment.json +24 -32
- Alliances.json +52 -60
- AlternativeReality.json +39 -65
- AnalysisParalysis.json +56 -63
- Anticipation.json +55 -62
- AreaControl.json +79 -111
- ArithmeticRewardsforInvestments.json +30 -28
- AsymmetricAbilities.json +59 -89
- AsymmetricGoals.json +34 -54
- AsymmetricInformation.json +35 -66
- AsymmetricResourceDistribution.json +47 -55
- AsynchronousGames.json +25 -52
- AttentionSwapping.json +80 -108
- Avatars.json +63 -123
- BalancingEffects.json +86 -149
- Betrayal.json +64 -95
- Betting.json +70 -93
- Bidding.json +51 -90
- Bluffing.json +45 -52
- Book-KeepingTokens.json +31 -41
- BossMonsters.json +28 -46
- BudgetedActionPoints.json +49 -85
- Buttons.json +16 -19
- Cameras.json +30 -86
- Camping.json +33 -43
- Capture.json +52 -92
- CardHands.json +26 -50
- Cards.json +33 -33
- CharacterDevelopment.json +64 -85
- Characters.json +89 -136
- Chargers.json +38 -71
- ClosedEconomies.json +28 -38
- ClosurePoints.json +34 -60
- Clues.json +56 -115
- CognitiveImmersion.json +70 -73
- CollaborativeActions.json +77 -114
- Collecting.json +39 -58
- Collection.json +34 -75
- Combat.json +77 -112
- Combos.json +54 -61
- CommittedGoals.json +43 -58
- CommunicationChannels.json +34 -45
- CompetenceAreas.json +56 -58
- Competition.json +76 -106
- Conceal.json +32 -83
AbilityLosses.json
CHANGED
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@@ -2,22 +2,20 @@
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"pattern_name": "Ability Losses",
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"description": "The loss of ability to perform an action in the game.",
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"content": [
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-
"Games do not have to let players have the same possibility of actions the whole game. Such Ability Losses may be the cause of Penalties for failing goals or the effect of opponents' actions, but may also simply be due to different play modes."
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| 6 |
-
"Example: Respawning in multiplayer first-person shooters is typically done without any weapons, and the special abilities they provided, gained in earlier gameplay.",
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| 7 |
-
"Example: Game masters in roleplaying games can sometimes be forced to invent events that are unavoidable to the players to strip them of equipment that gives the abilities that disrupt the game balance."
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],
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-
"
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-
"The design of Ability Losses consists of deciding what action is lost, for example a severe form of Movement Limitation, and the reason for the loss, typically a Penalty for failing a goal. A loss of ability can be used to create Gain Competence goals in order to regain it, or Gain Ownership if the ability was the effect of a Tool.",
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| 11 |
-
"A loss of ability affects Player Balance. If the lost ability was possessed by most or all players, it is a Penalty, but if the ability was a Privileged Ability and other players did not have other forms of actions that equaled the lost ability in value, the loss can affirm Player Balance and is a Balancing Effect if explicitly designed. The Penalty of Ability Loss can also be mitigated by having a Time Limit on the loss or by giving the same player New Abilities within other areas."
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],
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-
"
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| 14 |
-
"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.",
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| 15 |
-
"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.",
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| 16 |
-
"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.",
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| 17 |
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"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
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| 18 |
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"In games with Game Masters, Ability Losses may be the outcome of Negotiation with the players in order to restore Player Balance and provide
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],
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"
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"Instantiates": [
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"Gain Competence",
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"Continuous Goals",
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@@ -64,191 +62,146 @@
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]
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},
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"examples": [
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-
"Respawning in multiplayer first-person shooters is typically
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"Game masters in roleplaying games can sometimes be forced to
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],
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"label": "8. Actions and Events Patterns",
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"pattern_links": [
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{
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"name": "
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"file": "
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},
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{
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"name": "Gain Ownership",
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"file": "GainOwnership"
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},
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{
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"name": "Damage",
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"file": "Damage"
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},
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{
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"name": "Units",
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"file": "Units"
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},
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{
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"name": "Balancing Effect",
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"file": "BalancingEffects"
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},
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{
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"name": "Ability Losses",
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"file": "AbilityLosses"
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},
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{
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"name": "Time Limits",
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"file": "TimeLimits"
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},
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{
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"name": "Freedom of Choice",
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"file": "FreedomofChoice"
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},
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{
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"name": "
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"file": "
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{
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"name": "
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"file": "
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"name": "
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"file": "
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"name": "
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"file": "
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"name": "
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"file": "
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"name": "
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"file": "
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"name": "
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"name": "
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"file": "
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{
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"name": "
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"file": "
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{
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"name": "
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"file": "
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},
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{
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"name": "
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"file": "
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},
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{
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"name": "
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"file": "
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},
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{
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"name": "
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"file": "
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},
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{
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"name": "
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"file": "
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},
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{
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"name": "Right Level of Complexity",
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"file": "RightLevelofComplexity"
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},
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{
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"name": "
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"file": "
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},
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{
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"name": "Player Killing",
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"file": "PlayerKilling"
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},
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{
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"name": "Spawning",
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"file": "Spawning"
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},
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{
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"name": "Unit",
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"file": "Units"
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},
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{
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"name": "
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"file": "
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"name": "
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"file": "
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},
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"name": "Role Reversal",
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"file": "RoleReversal"
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},
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{
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"name": "Role Reversals",
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"file": "RoleReversal"
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},
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{
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"name": "Continuous Goals",
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"file": "ContinuousGoals"
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},
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{
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"name": "
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"file": "
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"name": "Character Development",
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"file": "CharacterDevelopment"
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},
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{
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"name": "Right Level of Difficulty",
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"file": "RightLevelofDifficulty"
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},
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{
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"name": "Ability Loss",
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"file": "AbilityLosses"
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},
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{
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"name": "Downtime",
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"file": "Downtime"
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},
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{
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"name": "
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"file": "
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},
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{
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"name": "
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"file": "
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},
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{
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"name": "Narrative Structures",
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"file": "NarrativeStructures"
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},
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{
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"name": "
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"file": "
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},
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"name": "Balancing Effects",
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"file": "BalancingEffects"
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},
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{
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"name": "
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{
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"name": "
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"file": "
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{
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"name": "
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"file": "
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],
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}
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"pattern_name": "Ability Losses",
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"description": "The loss of ability to perform an action in the game.",
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"content": [
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+
"Games do not have to let players have the same possibility of actions the whole game. Such [[Ability Losses]] may be the cause of [[Penalties]] for failing goals or the effect of opponents' actions, but may also simply be due to different play modes."
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],
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"using_the_pattern": [
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"The design of [[Ability Losses]] consists of deciding what action is lost, for example a severe form of Movement Limitation, and the reason for the loss, typically a [[Penalty]] for failing a goal. A loss of ability can be used to create [[Gain Competence]] goals in order to regain it, or [[Gain Ownership]] if the ability was the effect of a [[Tool]].",
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+
"A loss of ability affects [[Player Balance]]. If the lost ability was possessed by most or all players, it is a [[Penalty]], but if the ability was a [[Privileged Ability]] and other players did not have other forms of actions that equaled the lost ability in value, the loss can affirm [[Player Balance]] and is a [[Balancing Effect]] if explicitly designed. The [[Penalty]] of [[Ability Loss]] can also be mitigated by having a [[Time Limit]] on the loss or by giving the same player [[New Abilities]] within other areas."
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],
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+
"consequences": [
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+
"[[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.",
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| 13 |
+
"Besides [[Penalties]], [[Ability Losses]] may be the natural affect of [[New Abilities]] that had [[Time Limits]]. Other causes for [[Ability Losses]] can be [[Spawning]] after losing a Life or [[Role Reversals]] where the losses of some abilities are usually countered by [[New Abilities]] in other [[Competence Areas]]. If the [[Ability Losses]] severely affect how players can complete goals, they hinder them to have a [[Perceived Chance to Succeed]] and any [[Illusion of Influence]].",
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| 14 |
+
"The presence of [[Units]] in a game with [[Privileged Abilities]] regarding other [[Units]] controlled by the same player gives that player the [[Continuous Goals]] to make the [[Units]] [[Survive]] (or not be [[Captured)]] in order to not have [[Ability Loss]]. If the [[Units]] are under [[Indirect Control]], the loss may not be so severe, as control can be regained.",
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| 15 |
+
"[[Ability Losses]] are not commonly used to advance [[Narrative Structures]] unless they are [[Ultra-Powerful Events]], since players may see goals in resisting the loss, especially in games that support [[Save-Load Cycles]]. One reason for enforcing these types of [[Ability Losses]] in [[Narrative Structures]] is as part of [[Character Development]]. When the losses are part of the game story, they do provide a form of [[Varied Gameplay]], as players have to adjust to a [[Limited Set of Actions]], which may be used to modulate the[[Right Level of Difficulty]]. However, [[Ability Losses]] may be enforced by a game design to ensure a [[Narrative Structure]], although this may be in conflict with a [[Consistent Reality Logic]], for example, making it impossible to attack shopkeepers in computer-based roleplaying games when it is possible to attack monsters.",
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+
"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]]."
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],
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+
"relations": {
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"Instantiates": [
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"Gain Competence",
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"Continuous Goals",
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]
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},
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"examples": [
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+
"Respawning in multiplayer first-person shooters is typically done without any weapons, and the special abilities they provided, gained in earlier gameplay.",
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+
"Game masters in roleplaying games can sometimes be forced to invent events that are unavoidable to the players to strip them of equipment that gives the abilities that disrupt the game balance."
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],
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"label": "8. Actions and Events Patterns",
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"pattern_links": [
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{
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"name": "Player Elimination",
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"file": "PlayerElimination"
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},
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{
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"name": "Varied Gameplay",
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"file": "VariedGameplay"
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},
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{
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"name": "Ultra-Powerful Events",
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"file": "Ultra-PowerfulEvents"
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},
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{
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"name": "Penalties",
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"file": "Penalties"
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},
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{
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"name": "Spawning",
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"file": "Spawning"
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},
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{
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"name": "Game Masters",
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"file": "GameMasters"
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},
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{
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"name": "Negotiation",
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"file": "Negotiation"
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},
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{
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"name": "Time Limits",
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"file": "TimeLimits"
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},
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{
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"name": "Consistent Reality Logic",
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"file": "ConsistentRealityLogic"
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},
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{
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"name": "Damage",
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"file": "Damage"
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},
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{
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"name": "Units",
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"file": "Units"
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},
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{
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"name": "Character Development",
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"file": "CharacterDevelopment"
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},
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{
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"name": "Indirect Control",
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"file": "IndirectControl"
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},
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{
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"name": "Downtime",
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"file": "Downtime"
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},
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{
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"name": "Gain Ownership",
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"file": "GainOwnership"
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},
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{
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"name": "Right Level of Complexity",
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"file": "RightLevelofComplexity"
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},
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{
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"name": "Movement Limitations",
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"file": "MovementLimitations"
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},
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{
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"name": "Limited Set of Actions",
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"file": "LimitedSetofActions"
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},
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{
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"name": "Illusion of Influence",
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"file": "IllusionofInfluence"
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},
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{
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"name": "Role Reversal",
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"file": "RoleReversal"
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},
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{
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"name": "Continuous Goals",
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"file": "ContinuousGoals"
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},
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{
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"name": "Player Killing",
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"file": "PlayerKilling"
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},
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{
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| 159 |
+
"name": "Competence Areas",
|
| 160 |
+
"file": "CompetenceAreas"
|
| 161 |
},
|
| 162 |
{
|
| 163 |
+
"name": "Player Balance",
|
| 164 |
+
"file": "PlayerBalance"
|
| 165 |
},
|
| 166 |
{
|
| 167 |
"name": "Narrative Structures",
|
| 168 |
"file": "NarrativeStructures"
|
| 169 |
},
|
| 170 |
{
|
| 171 |
+
"name": "New Abilities",
|
| 172 |
+
"file": "NewAbilities"
|
| 173 |
+
},
|
| 174 |
+
{
|
| 175 |
+
"name": "Right Level of Difficulty",
|
| 176 |
+
"file": "RightLevelofDifficulty"
|
| 177 |
},
|
| 178 |
{
|
| 179 |
"name": "Balancing Effects",
|
| 180 |
"file": "BalancingEffects"
|
| 181 |
},
|
| 182 |
{
|
| 183 |
+
"name": "Gain Competence",
|
| 184 |
+
"file": "GainCompetence"
|
| 185 |
+
},
|
| 186 |
+
{
|
| 187 |
+
"name": "Freedom of Choice",
|
| 188 |
+
"file": "FreedomofChoice"
|
| 189 |
},
|
| 190 |
{
|
| 191 |
+
"name": "Save-Load Cycles",
|
| 192 |
+
"file": "Save-LoadCycles"
|
| 193 |
},
|
| 194 |
{
|
| 195 |
+
"name": "Perceived Chance to Succeed",
|
| 196 |
+
"file": "PerceivedChancetoSucceed"
|
| 197 |
}
|
| 198 |
],
|
| 199 |
+
"pattern_id": "AbilityLosses",
|
| 200 |
+
"playable_concept": "Not available yet",
|
| 201 |
+
"metadata": {
|
| 202 |
+
"version": "1.2",
|
| 203 |
+
"date_processed": "2025-04-24",
|
| 204 |
+
"source_file": "AbilityLosses.htm",
|
| 205 |
+
"converter_version": "1.2"
|
| 206 |
+
}
|
| 207 |
}
|
Achilles'Heels.json
CHANGED
|
@@ -2,19 +2,16 @@
|
|
| 2 |
"pattern_name": "Achilles' Heels",
|
| 3 |
"description": "A special weakness of an enemy that can be used to defeat that enemy much easier than by other means.",
|
| 4 |
"content": [
|
| 5 |
-
"Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of attack. These kinds of enemies have an Achilles Heel, a special weakness that players can use to their advantage if they can locate it or gain knowledge about it."
|
| 6 |
-
"Example: the final monster in Half-Life can only be damaged by first hitting a special area.",
|
| 7 |
-
"Example: boss monsters in games such as Zelda or Super Mario Sunshine usually can only be defeated by special actions, such as grabbing hold of the enemies' tail and spinning around rapidly or hitting the enemies' so that it shows a vulnerable spot and then hitting that spot.",
|
| 8 |
-
"Example: many monsters in roleplaying games can only be damaged by certain weapons, for example silver or magic weapons. This kind of vulnerability can be seen as a kind of Achilles Heel even though it is not defined by a specific area but by a specific type of attack."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"Achilles' Heels are most commonly used to make Boss Monsters easier to Overcome. The two main design choices regarding Achilles' Heels are their effects related to normal attacks, what is required to attack the weak point, and how players become aware of the Achilles' Heels.",
|
| 12 |
-
"Three main ways that attacks against Achilles' Heels can affect enemies are: through simply modifying the Damage, through having a special effect (for example stunning or confusing), or through being the only way to cause Damage at all. The two latter can be seen as forms of Privileged Actions. When anyone can attack the Achilles Heel, the only thing required is information about the Achilles Heel, while, if only some players can attack it, the weak point can create the need to fulfill Gain Competence goals or acquire the right Tools. Players can gain awareness of Achilles' Heels through the development of the Narrative Structure, through Clues and Traces in the area the enemy inhabits, or through Experimenting when fighting the enemy. Gaining this information can be a Gain Information goal and Supporting Goal when part of the Narrative Structure, which may in turn require other Supporting Goals to actually be able to use the information, if the Achilles Heel requires a specific form of Tool. Public Information about Achilles' Heels can be used to set the Right Level of Difficulty to a lower level."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"The presence of Achilles' Heels is a form of Strategic Knowledge that players can use in Combat. This can be used to provide the Right Level of Difficulty and can motivate Gain Information and Puzzle Solving if the Achilles Heel is not Public Information. As Achilles Heels often require unique forms of attack or more specific uses of ordinary actions, having to perform them gives Varied Gameplay."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
"Instantiates": [
|
| 19 |
"Strategic Knowledge",
|
| 20 |
"Gain Information",
|
|
@@ -48,43 +45,31 @@
|
|
| 48 |
"label": "14. Game Design Patterns for Game Mastery and Balancing",
|
| 49 |
"pattern_links": [
|
| 50 |
{
|
| 51 |
-
"name": "
|
| 52 |
-
"file": "
|
| 53 |
-
},
|
| 54 |
-
{
|
| 55 |
-
"name": "Damage",
|
| 56 |
-
"file": "Damage"
|
| 57 |
-
},
|
| 58 |
-
{
|
| 59 |
-
"name": "Gain Information",
|
| 60 |
-
"file": "GainInformation"
|
| 61 |
-
},
|
| 62 |
-
{
|
| 63 |
-
"name": "Experimenting",
|
| 64 |
-
"file": "Experimenting"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
-
"name": "
|
| 68 |
-
"file": "
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
-
"file": "
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
"file": "Tools"
|
| 89 |
},
|
| 90 |
{
|
|
@@ -92,45 +77,44 @@
|
|
| 92 |
"file": "Overcome"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
-
"name": "
|
| 96 |
-
"file": "
|
| 97 |
-
},
|
| 98 |
-
{
|
| 99 |
-
"name": "Boss Monsters",
|
| 100 |
-
"file": "BossMonsters"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
-
"name": "
|
| 104 |
-
"file": "
|
| 105 |
},
|
| 106 |
{
|
| 107 |
-
"name": "
|
| 108 |
-
"file": "
|
| 109 |
},
|
| 110 |
{
|
| 111 |
-
"name": "
|
| 112 |
-
"file": "
|
| 113 |
},
|
| 114 |
{
|
| 115 |
-
"name": "
|
| 116 |
-
"file": "
|
| 117 |
},
|
| 118 |
{
|
| 119 |
"name": "Puzzle Solving",
|
| 120 |
"file": "PuzzleSolving"
|
| 121 |
},
|
| 122 |
{
|
| 123 |
-
"name": "
|
| 124 |
-
"file": "
|
| 125 |
},
|
| 126 |
{
|
| 127 |
"name": "Narrative Structures",
|
| 128 |
"file": "NarrativeStructures"
|
| 129 |
-
},
|
| 130 |
-
{
|
| 131 |
-
"name": "Varied Gameplay",
|
| 132 |
-
"file": "VariedGameplay"
|
| 133 |
}
|
| 134 |
],
|
| 135 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 136 |
}
|
|
|
|
| 2 |
"pattern_name": "Achilles' Heels",
|
| 3 |
"description": "A special weakness of an enemy that can be used to defeat that enemy much easier than by other means.",
|
| 4 |
"content": [
|
| 5 |
+
"Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of attack. These kinds of enemies have an Achilles Heel, a special weakness that players can use to their advantage if they can locate it or gain knowledge about it."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Achilles' Heels]] are most commonly used to make [[Boss Monsters]] easier to [[Overcome]]. The two main design choices regarding [[Achilles' Heels]] are their effects related to normal attacks, what is required to attack the weak point, and how players become aware of the [[Achilles' Heels]].",
|
| 9 |
+
"Three main ways that attacks against [[Achilles' Heels]] can affect enemies are: through simply modifying the [[Damage]], through having a special effect (for example stunning or confusing), or through being the only way to cause [[Damage]] at all. The two latter can be seen as forms of Privileged Actions. When anyone can attack the Achilles Heel, the only thing required is information about the Achilles Heel, while, if only some players can attack it, the weak point can create the need to fulfill [[Gain Competence]] goals or acquire the right [[Tools]]. Players can gain awareness of [[Achilles' Heels]] through the development of the [[Narrative Structure]], through [[Clues]] and [[Traces]] in the area the enemy inhabits, or through [[Experimenting]] when fighting the enemy. Gaining this information can be a [[Gain Information]] goal and [[Supporting Goal]] when part of the [[Narrative Structure]], which may in turn require other [[Supporting Goals]] to actually be able to use the information, if the Achilles Heel requires a specific form of [[Tool]]. [[Public Information]] about [[Achilles' Heels]] can be used to set the [[Right Level of Difficulty]] to a lower level."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"The presence of [[Achilles' Heels]] is a form of [[Strategic Knowledge]] that players can use in [[Combat]]. This can be used to provide the [[Right Level of Difficulty]] and can motivate [[Gain Information]] and [[Puzzle Solving]] if the Achilles Heel is not [[Public Information]]. As Achilles Heels often require unique forms of attack or more specific uses of ordinary actions, having to perform them gives [[Varied Gameplay]]."
|
| 13 |
],
|
| 14 |
+
"relations": {
|
| 15 |
"Instantiates": [
|
| 16 |
"Strategic Knowledge",
|
| 17 |
"Gain Information",
|
|
|
|
| 45 |
"label": "14. Game Design Patterns for Game Mastery and Balancing",
|
| 46 |
"pattern_links": [
|
| 47 |
{
|
| 48 |
+
"name": "Boss Monsters",
|
| 49 |
+
"file": "BossMonsters"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 50 |
},
|
| 51 |
{
|
| 52 |
+
"name": "Right Level of Difficulty",
|
| 53 |
+
"file": "RightLevelofDifficulty"
|
| 54 |
},
|
| 55 |
{
|
| 56 |
+
"name": "Strategic Knowledge",
|
| 57 |
+
"file": "StrategicKnowledge"
|
| 58 |
},
|
| 59 |
{
|
| 60 |
+
"name": "Gain Information",
|
| 61 |
+
"file": "GainInformation"
|
| 62 |
},
|
| 63 |
{
|
| 64 |
+
"name": "Damage",
|
| 65 |
+
"file": "Damage"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
+
"name": "Clues",
|
| 69 |
+
"file": "Clues"
|
| 70 |
},
|
| 71 |
{
|
| 72 |
+
"name": "Tools",
|
| 73 |
"file": "Tools"
|
| 74 |
},
|
| 75 |
{
|
|
|
|
| 77 |
"file": "Overcome"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
+
"name": "Public Information",
|
| 81 |
+
"file": "PublicInformation"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 82 |
},
|
| 83 |
{
|
| 84 |
+
"name": "Experimenting",
|
| 85 |
+
"file": "Experimenting"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Traces",
|
| 89 |
+
"file": "Traces"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Varied Gameplay",
|
| 93 |
+
"file": "VariedGameplay"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
+
"name": "Supporting Goals",
|
| 97 |
+
"file": "SupportingGoals"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
"name": "Puzzle Solving",
|
| 101 |
"file": "PuzzleSolving"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
+
"name": "Combat",
|
| 105 |
+
"file": "Combat"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
"name": "Narrative Structures",
|
| 109 |
"file": "NarrativeStructures"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 110 |
}
|
| 111 |
],
|
| 112 |
+
"pattern_id": "Achilles'Heels",
|
| 113 |
+
"playable_concept": "Not available yet",
|
| 114 |
+
"metadata": {
|
| 115 |
+
"version": "1.2",
|
| 116 |
+
"date_processed": "2025-04-24",
|
| 117 |
+
"source_file": "Achilles'Heels.htm",
|
| 118 |
+
"converter_version": "1.2"
|
| 119 |
+
}
|
| 120 |
}
|
Agents.json
CHANGED
|
@@ -2,16 +2,15 @@
|
|
| 2 |
"pattern_name": "Agents",
|
| 3 |
"description": "Entities in games that take the roles of players but are controlled by the game system.",
|
| 4 |
"content": [
|
| 5 |
-
"Sometimes one cannot find enough players to make a game playable or enjoyable. To make gameplay possible in these situations, the game design may provide means of simulating players. These simulated players, or Agents, can also be used to flesh out team-based games so that the teams are of equal size or simply let players train without having to play against other people."
|
| 6 |
-
"Example: Bots in first-person shooters or real-time strategy games let players simulate multiplayer variants of the game."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Creating Agents requires that Dedicated Game Facilitators can sufficiently simulate the actions and plans of players, which in many cases requires significant computer power and AI programming. However, the skill of these Agents can easily be downgraded once they have been created and this can be used to create Handicaps for players."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"Agents provide the possibility to play Multiplayer Games when not enough players are available by providing Enemies controlled by the game system. This allows for Competition, Conflict, and Tied Results, and even Social Interaction to be present, or at least simulated, in situations where they would otherwise be impossible."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
"Instantiates": [
|
| 16 |
"Enemies",
|
| 17 |
"Tied Results"
|
|
@@ -38,26 +37,18 @@
|
|
| 38 |
"name": "Enemies",
|
| 39 |
"file": "Enemies"
|
| 40 |
},
|
| 41 |
-
{
|
| 42 |
-
"name": "Agents",
|
| 43 |
-
"file": "Agents"
|
| 44 |
-
},
|
| 45 |
{
|
| 46 |
"name": "Social Interaction",
|
| 47 |
"file": "SocialInteraction"
|
| 48 |
},
|
| 49 |
-
{
|
| 50 |
-
"name": "Competition",
|
| 51 |
-
"file": "Competition"
|
| 52 |
-
},
|
| 53 |
-
{
|
| 54 |
-
"name": "Conflict",
|
| 55 |
-
"file": "Conflict"
|
| 56 |
-
},
|
| 57 |
{
|
| 58 |
"name": "Dedicated Game Facilitators",
|
| 59 |
"file": "DedicatedGameFacilitators"
|
| 60 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 61 |
{
|
| 62 |
"name": "Handicaps",
|
| 63 |
"file": "Handicaps"
|
|
@@ -67,9 +58,20 @@
|
|
| 67 |
"file": "TiedResults"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 72 |
}
|
| 73 |
],
|
| 74 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 75 |
}
|
|
|
|
| 2 |
"pattern_name": "Agents",
|
| 3 |
"description": "Entities in games that take the roles of players but are controlled by the game system.",
|
| 4 |
"content": [
|
| 5 |
+
"Sometimes one cannot find enough players to make a game playable or enjoyable. To make gameplay possible in these situations, the game design may provide means of simulating players. These simulated players, or [[Agents]], can also be used to flesh out team-based games so that the teams are of equal size or simply let players train without having to play against other people."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"Creating [[Agents]] requires that [[Dedicated Game Facilitators]] can sufficiently simulate the actions and plans of players, which in many cases requires significant computer power and AI programming. However, the skill of these [[Agents]] can easily be downgraded once they have been created and this can be used to create [[Handicaps]] for players."
|
| 9 |
],
|
| 10 |
+
"consequences": [
|
| 11 |
+
"[[Agents]] provide the possibility to play [[Multiplayer Games]] when not enough players are available by providing [[Enemies]] controlled by the game system. This allows for [[Competition]], [[Conflict]], and [[Tied Results]], and even [[Social Interaction]] to be present, or at least simulated, in situations where they would otherwise be impossible."
|
| 12 |
],
|
| 13 |
+
"relations": {
|
| 14 |
"Instantiates": [
|
| 15 |
"Enemies",
|
| 16 |
"Tied Results"
|
|
|
|
| 37 |
"name": "Enemies",
|
| 38 |
"file": "Enemies"
|
| 39 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 40 |
{
|
| 41 |
"name": "Social Interaction",
|
| 42 |
"file": "SocialInteraction"
|
| 43 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 44 |
{
|
| 45 |
"name": "Dedicated Game Facilitators",
|
| 46 |
"file": "DedicatedGameFacilitators"
|
| 47 |
},
|
| 48 |
+
{
|
| 49 |
+
"name": "Multiplayer Games",
|
| 50 |
+
"file": "MultiplayerGames"
|
| 51 |
+
},
|
| 52 |
{
|
| 53 |
"name": "Handicaps",
|
| 54 |
"file": "Handicaps"
|
|
|
|
| 58 |
"file": "TiedResults"
|
| 59 |
},
|
| 60 |
{
|
| 61 |
+
"name": "Conflict",
|
| 62 |
+
"file": "Conflict"
|
| 63 |
+
},
|
| 64 |
+
{
|
| 65 |
+
"name": "Competition",
|
| 66 |
+
"file": "Competition"
|
| 67 |
}
|
| 68 |
],
|
| 69 |
+
"pattern_id": "Agents",
|
| 70 |
+
"playable_concept": "Not available yet",
|
| 71 |
+
"metadata": {
|
| 72 |
+
"version": "1.2",
|
| 73 |
+
"date_processed": "2025-04-24",
|
| 74 |
+
"source_file": "Agents.htm",
|
| 75 |
+
"converter_version": "1.2"
|
| 76 |
+
}
|
| 77 |
}
|
Aim&Shoot.json
CHANGED
|
@@ -2,24 +2,21 @@
|
|
| 2 |
"pattern_name": "Aim & Shoot",
|
| 3 |
"description": "The act of taking aim at something and then shooting at it.",
|
| 4 |
"content": [
|
| 5 |
-
"One of the most natural ways of showing attention to something is to look or point at it. Real-time games usually provide some action that can be done to the game element pointed at. Generalized, this action can be described as Aim & Shoot regardless of if anything is aimed or actually shot."
|
| 6 |
-
"Example: Shooting in all first-person shooters consists of taking aim on the opponents, with possible compensations for their movement, and shooting.",
|
| 7 |
-
"Example: In Zelda: Ocarina of Time, the player must aim and shoot a grappling hook to be able to swing Link between chasms.",
|
| 8 |
-
"Example: Pokemon Snap! gives players a camera and lets them move along a track trying to take as good pictures as possible of Pokemons."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"Making Aim & Shoot actions possible primarily depend on enabling players to complete Alignment goals of two points by a straight line. For First-Person Views this is trivial, as one point is the player's view point unless either of the two points is moving. Somewhat more difficult are Third-Person Views, as more movement of the player's Focus Loci is usually necessary. God Views are in most cases too difficult, as it is too hard to get the Spatial Immersion required in order to line up the two points accurately.",
|
| 12 |
-
"The difficulty of Aim & Shoot actions can be due to the Movement either of the game elements aimed at or the game element aiming. For Units or Avatars, the intentional Movement due to Traverse or Evade goals can make aiming at them more difficult. For Moveable Tiles or other game elements, the mechanical Movement due to The Show Must Go On can likewise make aiming more difficult. The aiming can be further complicated by the players' own Movement of their Focus Loci or by a swaying of the aim to simulate the difficulty of real-world aiming.",
|
| 13 |
-
"Design of the Game World that makes players have a bad overview of the game state, for example the inclusions of Obstacles, makes it difficult to prepare for shooting. This means that potential targets likely are Surprises, and any shots will not be well aimed. Similarly, other forms of Surprises likely cause Disruption of Focused Attention events and make players lose their aim. Aiming can also be made more difficult by introducing Tension, for example through Competition or Time Limits.",
|
| 14 |
-
"The possibility of Aim & Shoot actions can be restricted by requiring Tools or the use of Resources. The latter can introduce Tension to the activity and require Risk/Reward choices between shooting now or waiting for a possible better situation to shoot.",
|
| 15 |
-
"Although Combat with the goals of Capture or Eliminate is the activity that most often creates Aim & Shoot actions, other goals and reasons are possible. Delivery of game elements can be done by throwing or shooting the game elements to the receiver and Capture can be the capturing of information rather than game elements. Shooting spider webs, throwing grappling hooks, or even firing cannons with oneself inside it can give explanations for how Privileged Movement can be performed by Aim & Shoot."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
-
"Aim & Shoot is a Dexterity-Based Action that is possible in Real-Time Games. Often requiring Extended Actions and Timing from a game element's point of view, Aim & Shoot promotes Spatial Immersion.",
|
| 19 |
-
"Interestingly enough, most sports games due not make use of Aim & Shoot even though this is one of the primary activities in sports they simulate. The cause for this is probably the lack of overview of the game statethat players would have if they had perspectives that allowed Aim & Shoot.",
|
| 20 |
-
"Aim & Shoot actions from other players or Enemies naturally increase and present Evade goals."
|
| 21 |
],
|
| 22 |
-
"
|
| 23 |
"Instantiates": [
|
| 24 |
"Spatial Immersion",
|
| 25 |
"Tension",
|
|
@@ -67,150 +64,121 @@
|
|
| 67 |
],
|
| 68 |
"label": "8. Actions and Events Patterns",
|
| 69 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
| 70 |
{
|
| 71 |
"name": "The Show Must Go On",
|
| 72 |
"file": "TheShowMustGoOn"
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
-
"file": "
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
},
|
| 90 |
{
|
| 91 |
-
"name": "
|
| 92 |
-
"file": "
|
| 93 |
},
|
| 94 |
{
|
| 95 |
-
"name": "
|
| 96 |
-
"file": "
|
| 97 |
},
|
| 98 |
{
|
| 99 |
"name": "First-Person Views",
|
| 100 |
"file": "First-PersonViews"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
-
"name": "
|
| 104 |
-
"file": "
|
| 105 |
-
},
|
| 106 |
-
{
|
| 107 |
-
"name": "God Views",
|
| 108 |
-
"file": "GodViews"
|
| 109 |
-
},
|
| 110 |
-
{
|
| 111 |
-
"name": "Risk/Reward",
|
| 112 |
-
"file": "RiskReward"
|
| 113 |
-
},
|
| 114 |
-
{
|
| 115 |
-
"name": "Moveable Tiles",
|
| 116 |
-
"file": "MoveableTiles"
|
| 117 |
-
},
|
| 118 |
-
{
|
| 119 |
-
"name": "Combat",
|
| 120 |
-
"file": "Combat"
|
| 121 |
-
},
|
| 122 |
-
{
|
| 123 |
-
"name": "Dexterity-Based Action",
|
| 124 |
-
"file": "Dexterity-BasedActions"
|
| 125 |
-
},
|
| 126 |
-
{
|
| 127 |
-
"name": "Timing",
|
| 128 |
-
"file": "Timing"
|
| 129 |
},
|
| 130 |
{
|
| 131 |
-
"name": "
|
| 132 |
-
"file": "
|
| 133 |
},
|
| 134 |
{
|
| 135 |
-
"name": "
|
| 136 |
-
"file": "
|
| 137 |
},
|
| 138 |
{
|
| 139 |
"name": "Evade",
|
| 140 |
"file": "Evade"
|
| 141 |
},
|
| 142 |
{
|
| 143 |
-
"name": "
|
| 144 |
-
"file": "
|
| 145 |
},
|
| 146 |
{
|
| 147 |
-
"name": "
|
| 148 |
-
"file": "
|
| 149 |
},
|
| 150 |
{
|
| 151 |
-
"name": "
|
| 152 |
-
"file": "
|
| 153 |
},
|
| 154 |
{
|
| 155 |
-
"name": "
|
| 156 |
-
"file": "
|
| 157 |
},
|
| 158 |
{
|
| 159 |
-
"name": "
|
| 160 |
-
"file": "
|
| 161 |
},
|
| 162 |
{
|
| 163 |
"name": "Real-Time Games",
|
| 164 |
"file": "Real-TimeGames"
|
| 165 |
},
|
| 166 |
{
|
| 167 |
-
"name": "
|
| 168 |
-
"file": "
|
| 169 |
},
|
| 170 |
{
|
| 171 |
"name": "Capture",
|
| 172 |
"file": "Capture"
|
| 173 |
},
|
| 174 |
{
|
| 175 |
-
"name": "
|
| 176 |
-
"file": "
|
| 177 |
-
},
|
| 178 |
-
{
|
| 179 |
-
"name": "Aim & Shoot",
|
| 180 |
-
"file": "Aim&Shoot"
|
| 181 |
-
},
|
| 182 |
-
{
|
| 183 |
-
"name": "Privileged Movement",
|
| 184 |
-
"file": "PrivilegedMovement"
|
| 185 |
-
},
|
| 186 |
-
{
|
| 187 |
-
"name": "Delivery",
|
| 188 |
-
"file": "Delivery"
|
| 189 |
-
},
|
| 190 |
-
{
|
| 191 |
-
"name": "Dexterity-Based Actions",
|
| 192 |
-
"file": "Dexterity-BasedActions"
|
| 193 |
},
|
| 194 |
{
|
| 195 |
-
"name": "
|
| 196 |
-
"file": "
|
| 197 |
},
|
| 198 |
{
|
| 199 |
-
"name": "
|
| 200 |
-
"file": "
|
| 201 |
},
|
| 202 |
{
|
| 203 |
-
"name": "
|
| 204 |
-
"file": "
|
| 205 |
},
|
| 206 |
{
|
| 207 |
-
"name": "
|
| 208 |
-
"file": "
|
| 209 |
},
|
| 210 |
{
|
| 211 |
-
"name": "
|
| 212 |
-
"file": "
|
| 213 |
}
|
| 214 |
],
|
| 215 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 216 |
}
|
|
|
|
| 2 |
"pattern_name": "Aim & Shoot",
|
| 3 |
"description": "The act of taking aim at something and then shooting at it.",
|
| 4 |
"content": [
|
| 5 |
+
"One of the most natural ways of showing attention to something is to look or point at it. Real-time games usually provide some action that can be done to the game element pointed at. Generalized, this action can be described as [[Aim & Shoot]] regardless of if anything is aimed or actually shot."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"Making [[Aim & Shoot]] actions possible primarily depend on enabling players to complete [[Alignment]] goals of two points by a straight line. For [[First-Person Views]] this is trivial, as one point is the player's view point unless either of the two points is moving. Somewhat more difficult are [[Third-Person Views]], as more movement of the player's [[Focus Loci]] is usually necessary. [[God Views]] are in most cases too difficult, as it is too hard to get the [[Spatial Immersion]] required in order to line up the two points accurately.",
|
| 9 |
+
"The difficulty of [[Aim & Shoot]] actions can be due to the [[Movement]] either of the game elements aimed at or the game element aiming. For [[Units]] or [[Avatars]], the intentional [[Movement]] due to [[Traverse]] or [[Evade]] goals can make aiming at them more difficult. For [[Moveable Tiles]] or other game elements, the mechanical [[Movement]] due to [[The Show Must Go On]] can likewise make aiming more difficult. The aiming can be further complicated by the players' own [[Movement]] of their [[Focus Loci]] or by a swaying of the aim to simulate the difficulty of real-world aiming.",
|
| 10 |
+
"Design of the [[Game World]] that makes players have a bad overview of the game state, for example the inclusions of [[Obstacles]], makes it difficult to prepare for shooting. This means that potential targets likely are [[Surprises]], and any shots will not be well aimed. Similarly, other forms of [[Surprises]] likely cause [[Disruption of Focused Attention]] events and make players lose their aim. Aiming can also be made more difficult by introducing [[Tension]], for example through [[Competition]] or [[Time Limits]].",
|
| 11 |
+
"The possibility of [[Aim & Shoot]] actions can be restricted by requiring [[Tools]] or the use of [[Resources]]. The latter can introduce [[Tension]] to the activity and require [[Risk/Reward]] choices between shooting now or waiting for a possible better situation to shoot.",
|
| 12 |
+
"Although [[Combat]] with the goals of [[Capture]] or [[Eliminate]] is the activity that most often creates [[Aim & Shoot]] actions, other goals and reasons are possible. [[Delivery]] of game elements can be done by throwing or shooting the game elements to the receiver and [[Capture]] can be the capturing of information rather than game elements. Shooting spider webs, throwing grappling hooks, or even firing cannons with oneself inside it can give explanations for how [[Privileged Movement]] can be performed by [[Aim & Shoot]]."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"[[Aim & Shoot]] is a [[Dexterity-Based Action]] that is possible in [[Real-Time Games]]. Often requiring [[Extended Actions]] and [[Timing]] from a game element's point of view, [[Aim & Shoot]] promotes [[Spatial Immersion]].",
|
| 16 |
+
"Interestingly enough, most sports games due not make use of [[Aim & Shoot]] even though this is one of the primary activities in sports they simulate. The cause for this is probably the lack of overview of the game statethat players would have if they had perspectives that allowed [[Aim & Shoot]].",
|
| 17 |
+
"[[Aim & Shoot]] actions from other players or [[Enemies]] naturally increase and present [[Evade]] goals."
|
| 18 |
],
|
| 19 |
+
"relations": {
|
| 20 |
"Instantiates": [
|
| 21 |
"Spatial Immersion",
|
| 22 |
"Tension",
|
|
|
|
| 64 |
],
|
| 65 |
"label": "8. Actions and Events Patterns",
|
| 66 |
"pattern_links": [
|
| 67 |
+
{
|
| 68 |
+
"name": "Privileged Movement",
|
| 69 |
+
"file": "PrivilegedMovement"
|
| 70 |
+
},
|
| 71 |
{
|
| 72 |
"name": "The Show Must Go On",
|
| 73 |
"file": "TheShowMustGoOn"
|
| 74 |
},
|
| 75 |
{
|
| 76 |
+
"name": "Timing",
|
| 77 |
+
"file": "Timing"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
+
"name": "Maneuvering",
|
| 81 |
+
"file": "Maneuvering"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
+
"name": "Movement",
|
| 85 |
+
"file": "Movement"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Combat",
|
| 89 |
+
"file": "Combat"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Spatial Immersion",
|
| 93 |
+
"file": "SpatialImmersion"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
+
"name": "Dexterity-Based Actions",
|
| 97 |
+
"file": "Dexterity-BasedActions"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
"name": "First-Person Views",
|
| 101 |
"file": "First-PersonViews"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
+
"name": "Surprises",
|
| 105 |
+
"file": "Surprises"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 106 |
},
|
| 107 |
{
|
| 108 |
+
"name": "Alignment",
|
| 109 |
+
"file": "Alignment"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Delivery",
|
| 113 |
+
"file": "Delivery"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
"name": "Evade",
|
| 117 |
"file": "Evade"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
+
"name": "Third-Person Views",
|
| 121 |
+
"file": "Third-PersonViews"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
+
"name": "Eliminate",
|
| 125 |
+
"file": "Eliminate"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "God Views",
|
| 129 |
+
"file": "GodViews"
|
| 130 |
},
|
| 131 |
{
|
| 132 |
+
"name": "Tension",
|
| 133 |
+
"file": "Tension"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
+
"name": "Tools",
|
| 137 |
+
"file": "Tools"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
"name": "Real-Time Games",
|
| 141 |
"file": "Real-TimeGames"
|
| 142 |
},
|
| 143 |
{
|
| 144 |
+
"name": "Extended Actions",
|
| 145 |
+
"file": "ExtendedActions"
|
| 146 |
},
|
| 147 |
{
|
| 148 |
"name": "Capture",
|
| 149 |
"file": "Capture"
|
| 150 |
},
|
| 151 |
{
|
| 152 |
+
"name": "Enemies",
|
| 153 |
+
"file": "Enemies"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 154 |
},
|
| 155 |
{
|
| 156 |
+
"name": "Resources",
|
| 157 |
+
"file": "Resources"
|
| 158 |
},
|
| 159 |
{
|
| 160 |
+
"name": "Obstacles",
|
| 161 |
+
"file": "Obstacles"
|
| 162 |
},
|
| 163 |
{
|
| 164 |
+
"name": "Moveable Tiles",
|
| 165 |
+
"file": "MoveableTiles"
|
| 166 |
},
|
| 167 |
{
|
| 168 |
+
"name": "Disruption of Focused Attention",
|
| 169 |
+
"file": "DisruptionofFocusedAttention"
|
| 170 |
},
|
| 171 |
{
|
| 172 |
+
"name": "Traverse",
|
| 173 |
+
"file": "Traverse"
|
| 174 |
}
|
| 175 |
],
|
| 176 |
+
"pattern_id": "Aim&Shoot",
|
| 177 |
+
"playable_concept": "Not available yet",
|
| 178 |
+
"metadata": {
|
| 179 |
+
"version": "1.2",
|
| 180 |
+
"date_processed": "2025-04-24",
|
| 181 |
+
"source_file": "Aim&Shoot.htm",
|
| 182 |
+
"converter_version": "1.2"
|
| 183 |
+
}
|
| 184 |
}
|
Alarms.json
CHANGED
|
@@ -2,17 +2,16 @@
|
|
| 2 |
"pattern_name": "Alarms",
|
| 3 |
"description": "Alarms are abstract game elements that provide information about particular game state changes.",
|
| 4 |
"content": [
|
| 5 |
-
"Alarms are turned on and off either by manipulating explicit game elements or by inherent actions of the game elements. Alarms can, for instance, show if a forbidden area has been entered or if a certain game elements have been manipulated."
|
| 6 |
-
"Example: Some team-based first-person shooters, such as Return to Castle Wolfenstein: Enemy Territory, include Alarms to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"The main design choices for Alarms are how they are tripped and what Outstanding Features they set off. Further when designing Alarms, the designer may choose either explicit Tools or Controllers to manipulate the Alarms or to have the manipulation of the Alarms as Privileged Abilities for certain types of Avatars or Units. Using Tools or Controllers increases the complexity of the game by allowing such possibilities as deactivating the Alarm when it should not be deactivated, Bluffing by raising erroneous Alarms, and preventing the raising of Alarms by destroying the means to activate them. All these actions increase the player's Freedom of Choice but may make it more difficult to guarantee the coherent Narrative Structure of the game. Having Avatars or Units with Privileged Abilities to raise Alarms may avoid this problem but may break the Consistent Reality Logic.",
|
| 10 |
-
"The activation of the Alarm can signify the failure of a Stealth or Reconnaissance goal but can also make the completion of it more difficult by imposing a Penalty. This Penalty is often a Time Limit, the introduction of new Enemies, or directing existing Enemies to the area where the Alarm was raised."
|
| 11 |
],
|
| 12 |
-
"
|
| 13 |
-
"Alarms are ways to pass information about activities and states within a game, and as such provide a Game State Overview. When activated by players, an Alarm notifies the players that they have been detected, and this can explain changes in the behavior of Enemies or the introduction of new Enemies within the Consistent Reality Logic of the game. When activated by others, Alarms can notify players of Enemies activities. In both cases, raised Alarms cause Disruption of Focused Attention."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
"Instantiates": [
|
| 17 |
"Disruption of Focused Attention"
|
| 18 |
],
|
|
@@ -35,86 +34,49 @@
|
|
| 35 |
],
|
| 36 |
"label": "5. Game Design Patterns for Game Elements",
|
| 37 |
"pattern_links": [
|
| 38 |
-
{
|
| 39 |
-
"name": "Tools",
|
| 40 |
-
"file": "Tools"
|
| 41 |
-
},
|
| 42 |
-
{
|
| 43 |
-
"name": "Units",
|
| 44 |
-
"file": "Units"
|
| 45 |
-
},
|
| 46 |
-
{
|
| 47 |
-
"name": "Bluffing",
|
| 48 |
-
"file": "Bluffing"
|
| 49 |
-
},
|
| 50 |
-
{
|
| 51 |
-
"name": "Disruption of Focused Attention",
|
| 52 |
-
"file": "DisruptionofFocusedAttention"
|
| 53 |
-
},
|
| 54 |
-
{
|
| 55 |
-
"name": "Freedom of Choice",
|
| 56 |
-
"file": "FreedomofChoice"
|
| 57 |
-
},
|
| 58 |
-
{
|
| 59 |
-
"name": "Alarm",
|
| 60 |
-
"file": "Alarms"
|
| 61 |
-
},
|
| 62 |
{
|
| 63 |
"name": "Stealth",
|
| 64 |
"file": "Stealth"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
-
"name": "
|
| 68 |
-
"file": "
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
"name": "Reconnaissance",
|
| 80 |
"file": "Reconnaissance"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
| 85 |
-
},
|
| 86 |
-
{
|
| 87 |
-
"name": "Penalty",
|
| 88 |
-
"file": "Penalties"
|
| 89 |
},
|
| 90 |
{
|
| 91 |
-
"name": "
|
| 92 |
-
"file": "
|
| 93 |
},
|
| 94 |
{
|
| 95 |
-
"name": "
|
| 96 |
-
"file": "
|
| 97 |
},
|
| 98 |
{
|
| 99 |
"name": "Alarms",
|
| 100 |
"file": "Alarms"
|
| 101 |
-
},
|
| 102 |
-
{
|
| 103 |
-
"name": "Rescue",
|
| 104 |
-
"file": "Rescue"
|
| 105 |
-
},
|
| 106 |
-
{
|
| 107 |
-
"name": "Consistent Reality Logic",
|
| 108 |
-
"file": "ConsistentRealityLogic"
|
| 109 |
-
},
|
| 110 |
-
{
|
| 111 |
-
"name": "Avatars",
|
| 112 |
-
"file": "Avatars"
|
| 113 |
-
},
|
| 114 |
-
{
|
| 115 |
-
"name": "Narrative Structure",
|
| 116 |
-
"file": "NarrativeStructures"
|
| 117 |
}
|
| 118 |
],
|
| 119 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 120 |
}
|
|
|
|
| 2 |
"pattern_name": "Alarms",
|
| 3 |
"description": "Alarms are abstract game elements that provide information about particular game state changes.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Alarms]] are turned on and off either by manipulating explicit game elements or by inherent actions of the game elements. [[Alarms]] can, for instance, show if a forbidden area has been entered or if a certain game elements have been manipulated."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The main design choices for [[Alarms]] are how they are tripped and what [[Outstanding Features]] they set off. Further when designing [[Alarms]], the designer may choose either explicit [[Tools]] or [[Controllers]] to manipulate the [[Alarms]] or to have the manipulation of the [[Alarms]] as [[Privileged Abilities]] for certain types of [[Avatars]] or [[Units]]. Using [[Tools]] or [[Controllers]] increases the complexity of the game by allowing such possibilities as deactivating the [[Alarm]] when it should not be deactivated, [[Bluffing]] by raising erroneous [[Alarms]], and preventing the raising of [[Alarms]] by destroying the means to activate them. All these actions increase the player's [[Freedom of Choice]] but may make it more difficult to guarantee the coherent [[Narrative Structure]] of the game. Having [[Avatars]] or [[Units]] with [[Privileged Abilities]] to raise [[Alarms]] may avoid this problem but may break the [[Consistent Reality Logic]].",
|
| 9 |
+
"The activation of the [[Alarm]] can signify the failure of a [[Stealth]] or [[Reconnaissance]] goal but can also make the completion of it more difficult by imposing a [[Penalty]]. This [[Penalty]] is often a [[Time Limit]], the introduction of new [[Enemies]], or directing existing [[Enemies]] to the area where the [[Alarm]] was raised."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Alarms]] are ways to pass information about activities and states within a game, and as such provide a [[Game State Overview]]. When activated by players, an [[Alarm]] notifies the players that they have been detected, and this can explain changes in the behavior of [[Enemies]] or the introduction of new [[Enemies]] within the [[Consistent Reality Logic]] of the game. When activated by others, [[Alarms]] can notify players of [[Enemies]] activities. In both cases, raised [[Alarms]] cause [[Disruption of Focused Attention]]."
|
| 13 |
],
|
| 14 |
+
"relations": {
|
| 15 |
"Instantiates": [
|
| 16 |
"Disruption of Focused Attention"
|
| 17 |
],
|
|
|
|
| 34 |
],
|
| 35 |
"label": "5. Game Design Patterns for Game Elements",
|
| 36 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 37 |
{
|
| 38 |
"name": "Stealth",
|
| 39 |
"file": "Stealth"
|
| 40 |
},
|
| 41 |
{
|
| 42 |
+
"name": "Game State Overview",
|
| 43 |
+
"file": "GameStateOverview"
|
| 44 |
},
|
| 45 |
{
|
| 46 |
+
"name": "Enemies",
|
| 47 |
+
"file": "Enemies"
|
| 48 |
},
|
| 49 |
{
|
| 50 |
+
"name": "Rescue",
|
| 51 |
+
"file": "Rescue"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
"name": "Reconnaissance",
|
| 55 |
"file": "Reconnaissance"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Disruption of Focused Attention",
|
| 59 |
+
"file": "DisruptionofFocusedAttention"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Bluffing",
|
| 63 |
+
"file": "Bluffing"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Outstanding Features",
|
| 67 |
+
"file": "OutstandingFeatures"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
"name": "Alarms",
|
| 71 |
"file": "Alarms"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 72 |
}
|
| 73 |
],
|
| 74 |
+
"pattern_id": "Alarms",
|
| 75 |
+
"playable_concept": "Not available yet",
|
| 76 |
+
"metadata": {
|
| 77 |
+
"version": "1.2",
|
| 78 |
+
"date_processed": "2025-04-24",
|
| 79 |
+
"source_file": "Alarms.htm",
|
| 80 |
+
"converter_version": "1.2"
|
| 81 |
+
}
|
| 82 |
}
|
Alignment.json
CHANGED
|
@@ -2,20 +2,17 @@
|
|
| 2 |
"pattern_name": "Alignment",
|
| 3 |
"description": "This goal consists of forming a linear alignment of game elements.",
|
| 4 |
"content": [
|
| 5 |
-
"Many games make use of the spatial relationship of game elements to cause effects in the game state. When the pieces have to form a line (typically defined by three game elements) for an effect to occur, this can be described as giving players the goal
|
| 6 |
-
"Example: A well known, and perhaps the simplest, game of Alignment is Tic-Tac-Toe where the winner is the first to have three markers in horizontal, vertical or diagonal Alignment in a three by three board.",
|
| 7 |
-
"Example: Tetris uses the horizontal Alignment of blocks to remove them from the screen and increase the player's score.",
|
| 8 |
-
"Example: Bejeweled lets players swap game elements which are neighbors, removing them and rewarding the player with points if three or more game elements become aligned."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"The requirements for using Alignment are to have a Game World that allows spatial arrangements and to have a Game State Overview for players of the whole area which is to be used. The prime challenges that can be designed for Alignment goals consist of how players can move the necessary game elements into the correct position and how game elements can be removed in order to hinder the completion of the Alignment. The difficulty of the goal can easily be increased by making the game elements move on their own or making them moveable by other players and introducing Preventing Goals.",
|
| 12 |
-
"Alignment is used in many ways in board games to create Capture, with approach and withdrawal as two specific cases [Parlett, p.232-233]. In approach the piece is captured by moving towards it in a straight line and stopping right next to it. Withdrawal is, obviously, the reverse of approach: the piece is captured by moving an adjacent piece away from it in a straight line. Intervention and custodianship are other methods of Capture listed by Parlett, also using Alignment as the base pattern. Intervention involves capturing enemy pieces by moving a piece between them to form a line. The captured piece in custodianship is flanked by friendly pieces in such a way that the pieces form a line, as for example is the case in Hnefatafl or Othello where several pieces can be captured by flanking."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Alignment is a form of Configuration, and offers one of the strongest possibilities for Hovering Closures by offering players clear visual Progress Indicators using the gestalt law of connectivity. Alignment can be a case of Connection, but does not have to be so, since the game elements involved in the Alignment do not necessarily need to have Connection between each other.",
|
| 16 |
-
"In games where shots move instantaneously to the target, or the target is stationary, the action of Aim & Shoot has Alignment as a goal."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
"Instantiates": [
|
| 20 |
"Configuration",
|
| 21 |
"Aim & Shoot",
|
|
@@ -44,12 +41,8 @@
|
|
| 44 |
"file": "Configuration"
|
| 45 |
},
|
| 46 |
{
|
| 47 |
-
"name": "
|
| 48 |
-
"file": "
|
| 49 |
-
},
|
| 50 |
-
{
|
| 51 |
-
"name": "Aim & Shoot",
|
| 52 |
-
"file": "Aim&Shoot"
|
| 53 |
},
|
| 54 |
{
|
| 55 |
"name": "Progress Indicators",
|
|
@@ -59,30 +52,29 @@
|
|
| 59 |
"name": "King of the Hill",
|
| 60 |
"file": "KingoftheHill"
|
| 61 |
},
|
| 62 |
-
{
|
| 63 |
-
"name": "Game State Overview",
|
| 64 |
-
"file": "GameStateOverview"
|
| 65 |
-
},
|
| 66 |
{
|
| 67 |
"name": "Alignment",
|
| 68 |
"file": "Alignment"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
-
},
|
| 74 |
-
{
|
| 75 |
-
"name": "Game World",
|
| 76 |
-
"file": "GameWorld"
|
| 77 |
-
},
|
| 78 |
-
{
|
| 79 |
-
"name": "Preventing Goals",
|
| 80 |
-
"file": "PreventingGoals"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
"name": "Capture",
|
| 84 |
"file": "Capture"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 85 |
}
|
| 86 |
],
|
| 87 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 88 |
}
|
|
|
|
| 2 |
"pattern_name": "Alignment",
|
| 3 |
"description": "This goal consists of forming a linear alignment of game elements.",
|
| 4 |
"content": [
|
| 5 |
+
"Many games make use of the spatial relationship of game elements to cause effects in the game state. When the pieces have to form a line (typically defined by three game elements) for an effect to occur, this can be described as giving players the goal of[[Alignment]]. The goal usually requires the aligned elements to be next to each other. There are, however, games where this is not required but the [[Alignment]] can also be determined by the movement paths of game elements such as leaping in Droughts."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The requirements for using [[Alignment]] are to have a [[Game World]] that allows spatial arrangements and to have a [[Game State Overview]] for players of the whole area which is to be used. The prime challenges that can be designed for [[Alignment]] goals consist of how players can move the necessary game elements into the correct position and how game elements can be removed in order to hinder the completion of the [[Alignment]]. The difficulty of the goal can easily be increased by making the game elements move on their own or making them moveable by other players and introducing [[Preventing Goals]].",
|
| 9 |
+
"[[Alignment]] is used in many ways in board games to create [[Capture]], with approach and withdrawal as two specific cases [Parlett, p.232-233]. In approach the piece is captured by moving towards it in a straight line and stopping right next to it. Withdrawal is, obviously, the reverse of approach: the piece is captured by moving an adjacent piece away from it in a straight line. Intervention and custodianship are other methods of [[Capture]] listed by Parlett, also using [[Alignment]] as the base pattern. Intervention involves capturing enemy pieces by moving a piece between them to form a line. The captured piece in custodianship is flanked by friendly pieces in such a way that the pieces form a line, as for example is the case in Hnefatafl or Othello where several pieces can be captured by flanking."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Alignment]] is a form of [[Configuration]], and offers one of the strongest possibilities for [[Hovering Closures]] by offering players clear visual [[Progress Indicators]] using the gestalt law of connectivity. [[Alignment]] can be a case of [[Connection]], but does not have to be so, since the game elements involved in the [[Alignment]] do not necessarily need to have [[Connection]] between each other.",
|
| 13 |
+
"In games where shots move instantaneously to the target, or the target is stationary, the action of [[Aim & Shoot]] has [[Alignment]] as a goal."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Configuration",
|
| 18 |
"Aim & Shoot",
|
|
|
|
| 41 |
"file": "Configuration"
|
| 42 |
},
|
| 43 |
{
|
| 44 |
+
"name": "Hovering Closures",
|
| 45 |
+
"file": "HoveringClosures"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 46 |
},
|
| 47 |
{
|
| 48 |
"name": "Progress Indicators",
|
|
|
|
| 52 |
"name": "King of the Hill",
|
| 53 |
"file": "KingoftheHill"
|
| 54 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 55 |
{
|
| 56 |
"name": "Alignment",
|
| 57 |
"file": "Alignment"
|
| 58 |
},
|
| 59 |
{
|
| 60 |
+
"name": "Connection",
|
| 61 |
+
"file": "Connection"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 62 |
},
|
| 63 |
{
|
| 64 |
"name": "Capture",
|
| 65 |
"file": "Capture"
|
| 66 |
+
},
|
| 67 |
+
{
|
| 68 |
+
"name": "Aim & Shoot",
|
| 69 |
+
"file": "Aim&Shoot"
|
| 70 |
}
|
| 71 |
],
|
| 72 |
+
"pattern_id": "Alignment",
|
| 73 |
+
"playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780311",
|
| 74 |
+
"metadata": {
|
| 75 |
+
"version": "1.2",
|
| 76 |
+
"date_processed": "2025-04-24",
|
| 77 |
+
"source_file": "Alignment.htm",
|
| 78 |
+
"converter_version": "1.2"
|
| 79 |
+
}
|
| 80 |
}
|
Alliances.json
CHANGED
|
@@ -2,22 +2,19 @@
|
|
| 2 |
"pattern_name": "Alliances",
|
| 3 |
"description": "A group of players who have agreed to obey particular and specific rules of conduct towards each other and who, usually, also have a shared agenda.",
|
| 4 |
"content": [
|
| 5 |
-
"The rules of conduct, obviously, have to be relevant to the playing of the game and they also have to be optional from the game system point of view, that is, players should be able also to decide not to obey these rules, effectively leaving them out of the Alliance (otherwise, every game has an alliance of players agreeing to play the game together). That the rules are particular and specific means that, first, they are effective for a certain amount of time during the game play and for a certain group of players, and secondly, that they are specific enough for determining if a player has breached the contract. The rules being specific enough does not necessarily mean that it is possible to determine conclusively that there is a breach of contract. Especially player defined Alliances have a tendency to allow different interpretations, and sometimes the fun comes from arguing whether there is a breach of contract.",
|
| 6 |
-
"The agenda of the Alliance defines the reason for having the Alliance and is usually concerned about possible goals that the members of the Alliance want to reach together.Alliances in general are not mutually exclusive. Players can therefore, at least in principle, belong to many different Alliances at the same time. Alliances can also consist of smaller sub-Alliances, which may have their own rules of conduct and agendas. In any case, the player composition is one of the most important, and concrete, characteristics of an Alliance."
|
| 7 |
-
"Example: Return to Castle Wolfenstein: Enemy Territory has two teams, Axis and Allies, fighting each other in a World War II first-person--shooter environment. These teams are examples of Alliances where the rules of conduct to not shoot, but try to help, members of one's own team, and the agenda of overcoming the opposing team, are clear cut and stable. The player composition in open games, however, might change during the play as players might drop out and new players join on both sides. People may break the rules of conduct, e. g., shooting their own teammates, but the game supports collective actions such as banning offending players by voting.",
|
| 8 |
-
"Example: The computer game Civilization allows a player to have different diplomatic relations with other players. The peace relation effectively creates an Alliance as the players agree not to attack each other as the defining rule of conduct.",
|
| 9 |
-
"Example: The board game Diplomacy does not have explicit Alliances, but the players agree upon the rules of conduct outside the game system. These agreements range from the simple \"let's not attack each other during this turn\" to more complex \"we will coordinate the use of our armies and fleets in a way so that we can invade Italy within two years, and we will split the spoils of war equally.\" The latter agreement is also a good example of a formulation of the rules of conduct that is open to interpretation."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"Alliances typically emerge around Mutual Goals or common Enemies. Alliances differ from Team Play in that they do not necessarily promote Cooperation but can consist of agreeing not to interfere with actions or goals of the other members in the alliance.",
|
| 13 |
-
"The use of Shared Rewards and Shared Penalties usually make the Alliances more stable while Shared Resources, Individual Penalties, and possibilities of Betrayal make them more volatile. Alliances make more sense in games where players can have an effect on the progress or game situation of the other players; that is, there are Interferable Goals in the game or there are Player Decided Results. The rules of conduct of the Alliance can be defined in terms of the game itself, and there is at least some benefit for being in an Alliance.",
|
| 14 |
-
"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."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"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.",
|
| 18 |
-
"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."
|
| 19 |
],
|
| 20 |
-
"
|
| 21 |
"Instantiates": [],
|
| 22 |
"Modulates": [
|
| 23 |
"Competition"
|
|
@@ -54,97 +51,92 @@
|
|
| 54 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 55 |
"pattern_links": [
|
| 56 |
{
|
| 57 |
-
"name": "
|
| 58 |
-
"file": "Betrayal"
|
| 59 |
-
},
|
| 60 |
-
{
|
| 61 |
-
"name": "Alliances",
|
| 62 |
"file": "Alliances"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
-
"name": "
|
| 66 |
-
"file": "
|
| 67 |
-
},
|
| 68 |
-
{
|
| 69 |
-
"name": "Shared Resources",
|
| 70 |
-
"file": "SharedResources"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
-
"name": "
|
| 74 |
-
"file": "
|
| 75 |
},
|
| 76 |
{
|
| 77 |
-
"name": "
|
| 78 |
-
"file": "
|
| 79 |
},
|
| 80 |
{
|
| 81 |
-
"name": "
|
| 82 |
"file": "Alliances"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
-
"name": "
|
| 86 |
-
"file": "
|
| 87 |
-
},
|
| 88 |
-
{
|
| 89 |
-
"name": "Mutual Goals",
|
| 90 |
-
"file": "MutualGoals"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
-
"name": "
|
| 94 |
-
"file": "
|
| 95 |
},
|
| 96 |
{
|
| 97 |
-
"name": "
|
| 98 |
-
"file": "
|
| 99 |
},
|
| 100 |
{
|
| 101 |
"name": "Cooperation",
|
| 102 |
"file": "Cooperation"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
-
"name": "
|
| 106 |
-
"file": "
|
| 107 |
},
|
| 108 |
{
|
| 109 |
"name": "Dynamic Alliances",
|
| 110 |
"file": "DynamicAlliances"
|
| 111 |
},
|
| 112 |
{
|
| 113 |
-
"name": "
|
| 114 |
-
"file": "
|
| 115 |
},
|
| 116 |
{
|
| 117 |
-
"name": "
|
| 118 |
-
"file": "
|
| 119 |
},
|
| 120 |
{
|
| 121 |
-
"name": "
|
| 122 |
-
"file": "
|
| 123 |
},
|
| 124 |
{
|
| 125 |
-
"name": "
|
| 126 |
-
"file": "
|
| 127 |
},
|
| 128 |
{
|
| 129 |
-
"name": "
|
| 130 |
-
"file": "
|
| 131 |
},
|
| 132 |
{
|
| 133 |
-
"name": "Social
|
| 134 |
-
"file": "
|
| 135 |
},
|
| 136 |
{
|
| 137 |
-
"name": "
|
| 138 |
-
"file": "
|
| 139 |
},
|
| 140 |
{
|
| 141 |
-
"name": "
|
| 142 |
-
"file": "
|
| 143 |
},
|
| 144 |
{
|
| 145 |
-
"name": "Social
|
| 146 |
-
"file": "
|
| 147 |
}
|
| 148 |
],
|
| 149 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 150 |
}
|
|
|
|
| 2 |
"pattern_name": "Alliances",
|
| 3 |
"description": "A group of players who have agreed to obey particular and specific rules of conduct towards each other and who, usually, also have a shared agenda.",
|
| 4 |
"content": [
|
| 5 |
+
"The rules of conduct, obviously, have to be relevant to the playing of the game and they also have to be optional from the game system point of view, that is, players should be able also to decide not to obey these rules, effectively leaving them out of the [[Alliance]] (otherwise, every game has an alliance of players agreeing to play the game together). That the rules are particular and specific means that, first, they are effective for a certain amount of time during the game play and for a certain group of players, and secondly, that they are specific enough for determining if a player has breached the contract. The rules being specific enough does not necessarily mean that it is possible to determine conclusively that there is a breach of contract. Especially player defined [[Alliances]] have a tendency to allow different interpretations, and sometimes the fun comes from arguing whether there is a breach of contract.",
|
| 6 |
+
"The agenda of the [[Alliance]] defines the reason for having the [[Alliance]] and is usually concerned about possible goals that the members of the [[Alliance]] want to reach together.[[Alliances]] in general are not mutually exclusive. Players can therefore, at least in principle, belong to many different [[Alliances]] at the same time. [[Alliances]] can also consist of smaller sub-[[Alliances]], which may have their own rules of conduct and agendas. In any case, the player composition is one of the most important, and concrete, characteristics of an [[Alliance]]."
|
|
|
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
+
"using_the_pattern": [
|
| 9 |
+
"[[Alliances]] typically emerge around [[Mutual Goals]] or common [[Enemies]]. [[Alliances]] differ from [[Team Play]] in that they do not necessarily promote [[Cooperation]] but can consist of agreeing not to interfere with actions or goals of the other members in the alliance.",
|
| 10 |
+
"The use of [[Shared Rewards]] and [[Shared Penalties]] usually make the [[Alliances]] more stable while [[Shared Resources]], [[Individual Penalties]], and possibilities of [[Betrayal]] make them more volatile. [[Alliances]] make more sense in games where players can have an effect on the progress or game situation of the other players; that is, there are [[Interferable Goals]] in the game or there are [[Player Decided Results]]. The rules of conduct of the [[Alliance]] can be defined in terms of the game itself, and there is at least some benefit for being in an [[Alliance]].",
|
| 11 |
+
"[[Alliances]] do not have to be explicitly stated or declared within the game system, since it is possible that players define the rules of conduct themselves as illustrated in the previous Diplomacy example. [[Social Interaction]] is typically required for negotiating the [[Alliances]] unless the game system gives the player a possibility of offering, declaring, and accepting alliance proposals as actions in the game itself, as is the case in the previous Civilization example. There are, however, games that are especially based on having [[Alliances]] without explicit alliance actions or having [[Social Interaction]] that allows some forms of [[Social Dilemmas]]. Some of the more common types of [[Alliances]] are described in more detail in [[Uncommitted Alliances]], [[Dynamic Alliances]], and [[Secret Alliances]] patterns."
|
| 12 |
],
|
| 13 |
+
"consequences": [
|
| 14 |
+
"[[Alliances]] can lead to the players automatically creating and maintaining [[Social Organizations]], but [[Social Organizations]] can exist as [[Alliances]] also with the sole purpose of providing [[Social Interaction.]]",
|
| 15 |
+
"Stable [[Alliances]] promote [[Team Play]], such as teams in sports, and tend to create strong cohesiveness in the group, especially in cases where there are [[Mutual Goals]] and a common enemy, the opposing team. These stable [[Alliances]] or teams also lead to \"us\" versus \"them\" feelings, where the players outside the [[Alliance]] are viewed as inferior or even bad and evil in character. This is especially the case when there is a direct [[Competition]] between the different teams. The more stable [[Alliances]] almost naturally get characteristics of [[Social Organizations]] such as different levels of [[Social Status]] within the members of the [[Alliance]] and role-differentiation."
|
| 16 |
],
|
| 17 |
+
"relations": {
|
| 18 |
"Instantiates": [],
|
| 19 |
"Modulates": [
|
| 20 |
"Competition"
|
|
|
|
| 51 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 52 |
"pattern_links": [
|
| 53 |
{
|
| 54 |
+
"name": "Alliance",
|
|
|
|
|
|
|
|
|
|
|
|
|
| 55 |
"file": "Alliances"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Shared Rewards",
|
| 59 |
+
"file": "SharedRewards"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Social Interaction",
|
| 63 |
+
"file": "SocialInteraction"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Uncommitted Alliances",
|
| 67 |
+
"file": "UncommittedAlliances"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
+
"name": "Alliances",
|
| 71 |
"file": "Alliances"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Social Organizations",
|
| 75 |
+
"file": "SocialOrganizations"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Shared Penalties",
|
| 79 |
+
"file": "SharedPenalties"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Interferable Goals",
|
| 83 |
+
"file": "InterferableGoals"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
"name": "Cooperation",
|
| 87 |
"file": "Cooperation"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Shared Resources",
|
| 91 |
+
"file": "SharedResources"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
"name": "Dynamic Alliances",
|
| 95 |
"file": "DynamicAlliances"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
+
"name": "Mutual Goals",
|
| 99 |
+
"file": "MutualGoals"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
+
"name": "Secret Alliances",
|
| 103 |
+
"file": "SecretAlliances"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
+
"name": "Individual Penalties",
|
| 107 |
+
"file": "IndividualPenalties"
|
| 108 |
},
|
| 109 |
{
|
| 110 |
+
"name": "Player Decided Results",
|
| 111 |
+
"file": "PlayerDecidedResults"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
+
"name": "Competition",
|
| 115 |
+
"file": "Competition"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
+
"name": "Social Statuses",
|
| 119 |
+
"file": "SocialStatuses"
|
| 120 |
},
|
| 121 |
{
|
| 122 |
+
"name": "Enemies",
|
| 123 |
+
"file": "Enemies"
|
| 124 |
},
|
| 125 |
{
|
| 126 |
+
"name": "Betrayal",
|
| 127 |
+
"file": "Betrayal"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
+
"name": "Social Dilemmas",
|
| 131 |
+
"file": "SocialDilemmas"
|
| 132 |
}
|
| 133 |
],
|
| 134 |
+
"pattern_id": "Alliances",
|
| 135 |
+
"playable_concept": "Not available yet",
|
| 136 |
+
"metadata": {
|
| 137 |
+
"version": "1.2",
|
| 138 |
+
"date_processed": "2025-04-24",
|
| 139 |
+
"source_file": "Alliances.htm",
|
| 140 |
+
"converter_version": "1.2"
|
| 141 |
+
}
|
| 142 |
}
|
AlternativeReality.json
CHANGED
|
@@ -2,18 +2,17 @@
|
|
| 2 |
"pattern_name": "Alternative Reality",
|
| 3 |
"description": "The game is described as taking place in an alternative reality in order to justify and motivate game elements, possible actions, and rules that contradict the ordinary laws of nature or the usual rules of social conduct.",
|
| 4 |
"content": [
|
| 5 |
-
"All games taking place in fantasy and science fiction settings make use of this pattern, but the pattern is also used in games taking place in alternative histories. Some forms of live-action roleplaying games take place in a historical setting and, although it is an alternative reality, the participants try to make the Game World as similar as possible to the known facts about that historical period. Even though it can be argued that every game takes place in an alternative reality, which is defined and bound by the rules of the game, this pattern is mainly concerned with making the theme and the function of the Game World seem life-like."
|
| 6 |
-
"Example: Medieval: Total War is a strategy game set in the power struggles of medieval Europe and as such can be classified as an alternative history game. The game contains huge amounts of references to historical facts, such as political events and real people. The tactical part of the game allows the player to control seemingly realistic troops in a fluid three-dimensional environment."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Using the Alternative Reality pattern mainly concerns describing and explaining to the players the theme and setting of the game. When properly done, this makes non-intuitive parts of a game, for example explaining Construction in most games or New Abilities through Rewards, easy to understand and remember. If the actions and events in games are to be tied to the Alternative Reality description to strengthen it, Game Worlds and Narrative Structures must be designed with fitting objects and Characters so that the games
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"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.",
|
| 13 |
-
"An Alternative Reality can be used to explain components in the game that are included to improve the gameplay but do not have a counterpart in the real world. By doing so, an Alternative Reality can provide a Consistent Reality Logic even though the logic is different from that of the real world. The archetypical examples that are explained by Alternative Realities are players' Focus Loci, since few games let players play themselves as part of the gameplay.",
|
| 14 |
-
"The degree of difference between the Alternative Reality and the real world can affect the ability to relax and forget the real world. The more unlike reality, the easier it may be for players to take chances, play aggressively, or try something unusual, since consequences of the actions are less realistic and remind less of the full consequences of corresponding real-world actions, but games taking place in unrealistic settings may also limit the number of potential players. The Alternative Reality, however, has to be consistent with the game itself to ensure Consistent Reality Logic."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
"Instantiates": [
|
| 18 |
"Predictable Consequences",
|
| 19 |
"Emotional Immersion",
|
|
@@ -47,16 +46,12 @@
|
|
| 47 |
"label": "5. Game Design Patterns for Game Elements",
|
| 48 |
"pattern_links": [
|
| 49 |
{
|
| 50 |
-
"name": "
|
| 51 |
-
"file": "
|
| 52 |
-
},
|
| 53 |
-
{
|
| 54 |
-
"name": "New Abilities",
|
| 55 |
-
"file": "NewAbilities"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
-
"name": "
|
| 59 |
-
"file": "
|
| 60 |
},
|
| 61 |
{
|
| 62 |
"name": "Storytelling",
|
|
@@ -66,86 +61,65 @@
|
|
| 66 |
"name": "Characters",
|
| 67 |
"file": "Characters"
|
| 68 |
},
|
| 69 |
-
{
|
| 70 |
-
"name": "Extra-Game Information",
|
| 71 |
-
"file": "Extra-GameInformation"
|
| 72 |
-
},
|
| 73 |
-
{
|
| 74 |
-
"name": "Helpers",
|
| 75 |
-
"file": "Helpers"
|
| 76 |
-
},
|
| 77 |
-
{
|
| 78 |
-
"name": "Focus Loci",
|
| 79 |
-
"file": "FocusLoci"
|
| 80 |
-
},
|
| 81 |
{
|
| 82 |
"name": "Cut Scenes",
|
| 83 |
"file": "CutScenes"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
-
"name": "
|
| 87 |
-
"file": "
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
},
|
| 93 |
{
|
| 94 |
-
"name": "
|
| 95 |
-
"file": "
|
| 96 |
},
|
| 97 |
{
|
| 98 |
"name": "Ephemeral Goals",
|
| 99 |
"file": "EphemeralGoals"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
"name": "Construction",
|
| 119 |
"file": "Construction"
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
-
"name": "Narrative
|
| 127 |
"file": "NarrativeStructures"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "
|
| 132 |
-
},
|
| 133 |
-
{
|
| 134 |
-
"name": "Immersion",
|
| 135 |
-
"file": "Immersion"
|
| 136 |
-
},
|
| 137 |
-
{
|
| 138 |
-
"name": "Identification",
|
| 139 |
-
"file": "Identification"
|
| 140 |
-
},
|
| 141 |
-
{
|
| 142 |
-
"name": "Roleplaying",
|
| 143 |
-
"file": "Roleplaying"
|
| 144 |
-
},
|
| 145 |
-
{
|
| 146 |
-
"name": "Alternative Realities",
|
| 147 |
-
"file": "AlternativeReality"
|
| 148 |
}
|
| 149 |
],
|
| 150 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 151 |
}
|
|
|
|
| 2 |
"pattern_name": "Alternative Reality",
|
| 3 |
"description": "The game is described as taking place in an alternative reality in order to justify and motivate game elements, possible actions, and rules that contradict the ordinary laws of nature or the usual rules of social conduct.",
|
| 4 |
"content": [
|
| 5 |
+
"All games taking place in fantasy and science fiction settings make use of this pattern, but the pattern is also used in games taking place in alternative histories. Some forms of live-action roleplaying games take place in a historical setting and, although it is an alternative reality, the participants try to make the [[Game World]] as similar as possible to the known facts about that historical period. Even though it can be argued that every game takes place in an alternative reality, which is defined and bound by the rules of the game, this pattern is mainly concerned with making the theme and the function of the [[Game World]] seem life-like."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"Using the [[Alternative Reality]] pattern mainly concerns describing and explaining to the players the theme and setting of the game. When properly done, this makes non-intuitive parts of a game, for example explaining [[Construction]] in most games or [[New Abilities]] through [[Rewards]], easy to understand and remember. If the actions and events in games are to be tied to the [[Alternative Reality]] description to strengthen it, [[Game Worlds]] and [[Narrative Structures]] must be designed with fitting objects and [[Characters]] so that the games have[[Predictable Consequences]] and are also socially and emotionally believable. This may be done through the audiovisuals of the [[Game World]], [[Clues]], [[Extra-Game Information]], and typically part of the [[Narrative Structure]] is described using [[Cut Scenes]]. [[Clues]] and [[Helpers]] are ways to introduce [[Indirect Information]] without breaking the illusion of an [[Alternative Reality.]]"
|
| 9 |
],
|
| 10 |
+
"consequences": [
|
| 11 |
+
"[[Alternative Realities]] provide other realms in which players can experience [[Emotional Immersion]]. This [[Immersion]] is typically promoted by [[Storytelling]] and [[Cut Scenes]] but also by providing players the opportunity to control [[Storytelling]] and Roleplaying of [[Characters]] so they may experience [[Identification]].",
|
| 12 |
+
"An [[Alternative Reality]] can be used to explain components in the game that are included to improve the gameplay but do not have a counterpart in the real world. By doing so, an [[Alternative Reality]] can provide a [[Consistent Reality Logic]] even though the logic is different from that of the real world. The archetypical examples that are explained by [[Alternative Realities]] are players' [[Focus Loci]], since few games let players play themselves as part of the gameplay.",
|
| 13 |
+
"The degree of difference between the [[Alternative Reality]] and the real world can affect the ability to relax and forget the real world. The more unlike reality, the easier it may be for players to take chances, play aggressively, or try something unusual, since consequences of the actions are less realistic and remind less of the full consequences of corresponding real-world actions, but games taking place in unrealistic settings may also limit the number of potential players. The [[Alternative Reality]], however, has to be consistent with the game itself to ensure [[Consistent Reality Logic]]."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Predictable Consequences",
|
| 18 |
"Emotional Immersion",
|
|
|
|
| 46 |
"label": "5. Game Design Patterns for Game Elements",
|
| 47 |
"pattern_links": [
|
| 48 |
{
|
| 49 |
+
"name": "Identification",
|
| 50 |
+
"file": "Identification"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 51 |
},
|
| 52 |
{
|
| 53 |
+
"name": "Consistent Reality Logic",
|
| 54 |
+
"file": "ConsistentRealityLogic"
|
| 55 |
},
|
| 56 |
{
|
| 57 |
"name": "Storytelling",
|
|
|
|
| 61 |
"name": "Characters",
|
| 62 |
"file": "Characters"
|
| 63 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 64 |
{
|
| 65 |
"name": "Cut Scenes",
|
| 66 |
"file": "CutScenes"
|
| 67 |
},
|
| 68 |
{
|
| 69 |
+
"name": "Focus Loci",
|
| 70 |
+
"file": "FocusLoci"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
+
"name": "Rewards",
|
| 74 |
+
"file": "Rewards"
|
| 75 |
},
|
| 76 |
{
|
| 77 |
+
"name": "Roleplaying",
|
| 78 |
+
"file": "Roleplaying"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
"name": "Ephemeral Goals",
|
| 82 |
"file": "EphemeralGoals"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
+
"name": "Clues",
|
| 86 |
+
"file": "Clues"
|
| 87 |
},
|
| 88 |
{
|
| 89 |
+
"name": "Indirect Information",
|
| 90 |
+
"file": "IndirectInformation"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
+
"name": "Extra-Game Information",
|
| 94 |
+
"file": "Extra-GameInformation"
|
| 95 |
},
|
| 96 |
{
|
| 97 |
+
"name": "Predictable Consequences",
|
| 98 |
+
"file": "PredictableConsequences"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
"name": "Construction",
|
| 102 |
"file": "Construction"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
+
"name": "Emotional Immersion",
|
| 106 |
+
"file": "EmotionalImmersion"
|
| 107 |
},
|
| 108 |
{
|
| 109 |
+
"name": "Narrative Structures",
|
| 110 |
"file": "NarrativeStructures"
|
| 111 |
},
|
| 112 |
{
|
| 113 |
+
"name": "New Abilities",
|
| 114 |
+
"file": "NewAbilities"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 115 |
}
|
| 116 |
],
|
| 117 |
+
"pattern_id": "AlternativeReality",
|
| 118 |
+
"playable_concept": "Not available yet",
|
| 119 |
+
"metadata": {
|
| 120 |
+
"version": "1.2",
|
| 121 |
+
"date_processed": "2025-04-24",
|
| 122 |
+
"source_file": "AlternativeReality.htm",
|
| 123 |
+
"converter_version": "1.2"
|
| 124 |
+
}
|
| 125 |
}
|
AnalysisParalysis.json
CHANGED
|
@@ -2,20 +2,18 @@
|
|
| 2 |
"pattern_name": "Analysis Paralysis",
|
| 3 |
"description": "The players can spend considerable amounts of time planning their actions, because the consequences of the actions are at least somewhat predictable, and the number of possible outcomes grows exponentially the further in game time the players plan ahead.",
|
| 4 |
"content": [
|
| 5 |
-
"The classic case of Analysis Paralysis is that the players are unable to make any useful decisions regarding future actions because they attempt to think too far ahead, and the possible game state space is far too large for proper min-max analysis. Analysis Paralysis depends also on the players' play style; some players are more prone to Analysis Paralysis than the others."
|
| 6 |
-
"Example: Chess and Go have been used as prime examples of games where there is a possibility to almost endlessly analyze the possible actions for the future. Both have decision trees, which grow exponentially over game time.",
|
| 7 |
-
"Example: Diplomacy, even though the possible actions are quite limited, can cause Analysis Paralysis when the players start to think recursively about what the other players are trying to do and how the other players would perceive the players' actions."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"Analysis Paralysis can be achieved by letting players have Freedom of Choice between several actions with Predictable Consequences, even if these are Limited Set of Actions or players have Limited Resources. This forces players to consider Tradeoffs and the more difficult the values of the actions are to judge, the more likely Analysis Paralysis is to occur. The likelihood can also be modulated by Irreversible Actions, as well as Predefined Goals in games where the players have Perfect Information and Symmetric Information about the discrete game states. This allows the players to plan the consequences of their current and future actions. Irreversible Actions guarantee that consequences of the chosen action will be effective also in the future, and this makes it possible to plan several actions ahead while at the same time decreasing the chances to perform Experimenting. Budgeted Action Points provide means of expanding the number of decisions the players have to make in each decision point, in effect, broadening the scope of Freedom of Choice, as are open Discard Piles in card games, which allow the players to have Game State Overviews and may cause Analysis Paralysis.",
|
| 11 |
-
"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."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"Analysis Paralysis is caused by Stimulated Planning and Cognitive Immersion, and is usually a feature game designers try to avoid. That players have Analysis Paralysis can be a sign that the game does not have the Right Level of Complexity for those players.",
|
| 15 |
-
"In games with Turn Taking, the presence of Analysis Paralysis leads to excessive Downtime for the other players in case some of the players get stuck in planning their turns. The nature of Analysis Paralysis situations has a somewhat adverse effect on the Anticipation of the uncertain outcome during the play.",
|
| 16 |
-
"The negative effects of Analysis Paralysis for other players can easily be avoided by having Time Limits."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
"Instantiates": [
|
| 20 |
"Downtime"
|
| 21 |
],
|
|
@@ -55,28 +53,28 @@
|
|
| 55 |
"label": "13. Game Design Patterns for Game Sessions",
|
| 56 |
"pattern_links": [
|
| 57 |
{
|
| 58 |
-
"name": "
|
| 59 |
-
"file": "
|
| 60 |
},
|
| 61 |
{
|
| 62 |
-
"name": "
|
| 63 |
-
"file": "
|
| 64 |
},
|
| 65 |
{
|
| 66 |
-
"name": "
|
| 67 |
-
"file": "
|
| 68 |
},
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
| 72 |
},
|
| 73 |
{
|
| 74 |
-
"name": "
|
| 75 |
-
"file": "
|
| 76 |
},
|
| 77 |
{
|
| 78 |
-
"name": "
|
| 79 |
-
"file": "
|
| 80 |
},
|
| 81 |
{
|
| 82 |
"name": "Limited Resources",
|
|
@@ -87,77 +85,72 @@
|
|
| 87 |
"file": "PredefinedGoals"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 92 |
},
|
| 93 |
{
|
| 94 |
"name": "Cognitive Immersion",
|
| 95 |
"file": "CognitiveImmersion"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 100 |
},
|
| 101 |
{
|
| 102 |
"name": "Irreversible Actions",
|
| 103 |
"file": "IrreversibleActions"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
"name": "Tradeoffs",
|
| 127 |
"file": "Tradeoffs"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "Anticipation"
|
| 132 |
-
},
|
| 133 |
-
{
|
| 134 |
-
"name": "Game State Overviews",
|
| 135 |
"file": "GameStateOverview"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
-
"name": "
|
| 139 |
-
"file": "
|
| 140 |
-
},
|
| 141 |
-
{
|
| 142 |
-
"name": "Perfect Information",
|
| 143 |
-
"file": "PerfectInformation"
|
| 144 |
-
},
|
| 145 |
-
{
|
| 146 |
-
"name": "Analysis Paralysis",
|
| 147 |
-
"file": "AnalysisParalysis"
|
| 148 |
-
},
|
| 149 |
-
{
|
| 150 |
-
"name": "Stimulated Planning",
|
| 151 |
-
"file": "StimulatedPlanning"
|
| 152 |
-
},
|
| 153 |
-
{
|
| 154 |
-
"name": "Turn Taking",
|
| 155 |
-
"file": "TurnTaking"
|
| 156 |
},
|
| 157 |
{
|
| 158 |
-
"name": "
|
| 159 |
-
"file": "
|
| 160 |
}
|
| 161 |
],
|
| 162 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 163 |
}
|
|
|
|
| 2 |
"pattern_name": "Analysis Paralysis",
|
| 3 |
"description": "The players can spend considerable amounts of time planning their actions, because the consequences of the actions are at least somewhat predictable, and the number of possible outcomes grows exponentially the further in game time the players plan ahead.",
|
| 4 |
"content": [
|
| 5 |
+
"The classic case of [[Analysis Paralysis]] is that the players are unable to make any useful decisions regarding future actions because they attempt to think too far ahead, and the possible game state space is far too large for proper min-max analysis. [[Analysis Paralysis]] depends also on the players' play style; some players are more prone to [[Analysis Paralysis]] than the others."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Analysis Paralysis]] can be achieved by letting players have [[Freedom of Choice]] between several actions with [[Predictable Consequences]], even if these are [[Limited Set of Actions]] or players have [[Limited Resources]]. This forces players to consider [[Tradeoffs]] and the more difficult the values of the actions are to judge, the more likely [[Analysis Paralysis]] is to occur. The likelihood can also be modulated by [[Irreversible Actions]], as well as [[Predefined Goals]] in games where the players have [[Perfect Information]] and [[Symmetric Information]] about the discrete game states. This allows the players to plan the consequences of their current and future actions. [[Irreversible Actions]] guarantee that consequences of the chosen action will be effective also in the future, and this makes it possible to plan several actions ahead while at the same time decreasing the chances to perform [[Experimenting.]] [[Budgeted Action Points]] provide means of expanding the number of decisions the players have to make in each decision point, in effect, broadening the scope of [[Freedom of Choice]], as are open [[Discard Piles]] in card games, which allow the players to have [[Game State Overviews]] and may cause [[Analysis Paralysis]].",
|
| 9 |
+
"It is possible to lessen the possibility for [[Analysis Paralysis]] by introducing [[Randomness]] to the consequences of the actions and thereby giving players [[Limited Foresight]] and [[Limited Planning Abilities]]."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Analysis Paralysis]] is caused by [[Stimulated Planning]] and [[Cognitive Immersion]], and is usually a feature game designers try to avoid. That players have [[Analysis Paralysis]] can be a sign that the game does not have the [[Right Level of Complexity]] for those players.",
|
| 13 |
+
"In games with [[Turn Taking]], the presence of [[Analysis Paralysis]] leads to excessive [[Downtime]] for the other players in case some of the players get stuck in planning their turns. The nature of [[Analysis Paralysis]] situations has a somewhat adverse effect on the [[Anticipation]] of the uncertain outcome during the play.",
|
| 14 |
+
"The negative effects of [[Analysis Paralysis]] for other players can easily be avoided by having [[Time Limits]]."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Downtime"
|
| 19 |
],
|
|
|
|
| 53 |
"label": "13. Game Design Patterns for Game Sessions",
|
| 54 |
"pattern_links": [
|
| 55 |
{
|
| 56 |
+
"name": "Discard Piles",
|
| 57 |
+
"file": "DiscardPiles"
|
| 58 |
},
|
| 59 |
{
|
| 60 |
+
"name": "Time Limits",
|
| 61 |
+
"file": "TimeLimits"
|
| 62 |
},
|
| 63 |
{
|
| 64 |
+
"name": "Downtime",
|
| 65 |
+
"file": "Downtime"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
+
"name": "Right Level of Complexity",
|
| 69 |
+
"file": "RightLevelofComplexity"
|
| 70 |
},
|
| 71 |
{
|
| 72 |
+
"name": "Symmetric Information",
|
| 73 |
+
"file": "SymmetricInformation"
|
| 74 |
},
|
| 75 |
{
|
| 76 |
+
"name": "Turn Taking",
|
| 77 |
+
"file": "TurnTaking"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
"name": "Limited Resources",
|
|
|
|
| 85 |
"file": "PredefinedGoals"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Limited Planning Ability",
|
| 89 |
+
"file": "LimitedPlanningAbility"
|
| 90 |
+
},
|
| 91 |
+
{
|
| 92 |
+
"name": "Limited Set of Actions",
|
| 93 |
+
"file": "LimitedSetofActions"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
"name": "Cognitive Immersion",
|
| 97 |
"file": "CognitiveImmersion"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
+
"name": "Budgeted Action Points",
|
| 101 |
+
"file": "BudgetedActionPoints"
|
| 102 |
+
},
|
| 103 |
+
{
|
| 104 |
+
"name": "Perfect Information",
|
| 105 |
+
"file": "PerfectInformation"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
"name": "Irreversible Actions",
|
| 109 |
"file": "IrreversibleActions"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Predictable Consequences",
|
| 113 |
+
"file": "PredictableConsequences"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Stimulated Planning",
|
| 117 |
+
"file": "StimulatedPlanning"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
+
"name": "Anticipation",
|
| 121 |
+
"file": "Anticipation"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
+
"name": "Analysis Paralysis",
|
| 125 |
+
"file": "AnalysisParalysis"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "Limited Foresight",
|
| 129 |
+
"file": "LimitedForesight"
|
| 130 |
},
|
| 131 |
{
|
| 132 |
"name": "Tradeoffs",
|
| 133 |
"file": "Tradeoffs"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
+
"name": "Game State Overview",
|
|
|
|
|
|
|
|
|
|
|
|
|
| 137 |
"file": "GameStateOverview"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
+
"name": "Freedom of Choice",
|
| 141 |
+
"file": "FreedomofChoice"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 142 |
},
|
| 143 |
{
|
| 144 |
+
"name": "Randomness",
|
| 145 |
+
"file": "Randomness"
|
| 146 |
}
|
| 147 |
],
|
| 148 |
+
"pattern_id": "AnalysisParalysis",
|
| 149 |
+
"playable_concept": "Not available yet",
|
| 150 |
+
"metadata": {
|
| 151 |
+
"version": "1.2",
|
| 152 |
+
"date_processed": "2025-04-24",
|
| 153 |
+
"source_file": "AnalysisParalysis.htm",
|
| 154 |
+
"converter_version": "1.2"
|
| 155 |
+
}
|
| 156 |
}
|
Anticipation.json
CHANGED
|
@@ -2,20 +2,18 @@
|
|
| 2 |
"pattern_name": "Anticipation",
|
| 3 |
"description": "The feeling of being able to predict future game events in the games to which one has emotional attachments.",
|
| 4 |
"content": [
|
| 5 |
-
"Many games allow player to anticipate possible future game events. However, players only feel Anticipation about these future events if they have some emotional investment, either that the future events are something that they planned and strived for or that the future events concern characters in a narrative structure that the players care for."
|
| 6 |
-
"Example: The presence of traces in the environment of enemies in first-person shooters gives players a strong anticipation that combat will occur soon.",
|
| 7 |
-
"Example: Anticipation is common in roleplaying games when players have planned the development of their characters and they near points where the characters will advance."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"Anticipation can occur through Narrative Structures or the developing game state but both cases require Predictable Consequences and some form of specific Immersion, most commonly Emotional Immersion. However, Anticipation can negatively affect Immersion in general as players have to abstractly predict the possible future events. One example where Anticipation can be created through Spatial Immersion is Game World Navigation. Cognitive Immersion can likewise give Anticipation when linked to foreseeing the completion of goals.",
|
| 11 |
-
"As players easily have Emotional Immersion in future Rewards, Delayed Effects and Hovering Closures easily create Anticipation, for example, through Betting. Rewards linked to Player Defined Goals and Planned Character Development are especially suitable for creating Anticipation, as they are chosen by players themselves and the players choose them for their emotional values. The Anticipation can be further modulated by limiting the affect that the players can have through Turn Taking and Downtime in general. Setting Time Limits for player actions and effects also increases Anticipation when the limit is clearly indicated to the players.",
|
| 12 |
-
"When Anticipation is misguided, i. e., the expected result does not occur, the resulting feeling of frustration or disappointment can be modulated by Near Miss Indicators."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Anticipation creates Emotional Immersion but requires some specific form of Immersion to be already present. Anticipation is closely linked to Tension, but where Tension is primarily concerned with the negative aspects of uncertainty, Anticipation instead deals with the sense of being able to predict game events. A typically case when both coincide is Delayed Reciprocity, where the Anticipation may be both that of fulfillment of agreements and that of Betrayal. Examples where Anticipation can exist without Tension include Ultra-Powerful Events such as those that occur in games where The Show Must Go On.",
|
| 16 |
-
"Surprises are naturally difficult to closely link to Anticipation, except when modulated by Red Herrings or Imperfect Information. Analysis Paralysis is often caused by players being able to notice too many possible future game states, and thereby makes Anticipation of any of them difficult."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
"Instantiates": [
|
| 20 |
"Emotional Immersion"
|
| 21 |
],
|
|
@@ -57,114 +55,109 @@
|
|
| 57 |
],
|
| 58 |
"label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
|
| 59 |
"pattern_links": [
|
| 60 |
-
{
|
| 61 |
-
"name": "Tension",
|
| 62 |
-
"file": "Tension"
|
| 63 |
-
},
|
| 64 |
-
{
|
| 65 |
-
"name": "Spatial Immersion",
|
| 66 |
-
"file": "SpatialImmersion"
|
| 67 |
-
},
|
| 68 |
{
|
| 69 |
"name": "Player Defined Goals",
|
| 70 |
"file": "PlayerDefinedGoals"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
-
"name": "
|
| 74 |
-
"file": "
|
| 75 |
},
|
| 76 |
{
|
| 77 |
-
"name": "
|
| 78 |
-
"file": "
|
| 79 |
},
|
| 80 |
{
|
| 81 |
-
"name": "
|
| 82 |
-
"file": "
|
| 83 |
},
|
| 84 |
{
|
| 85 |
-
"name": "
|
| 86 |
-
"file": "
|
| 87 |
},
|
| 88 |
{
|
| 89 |
-
"name": "
|
| 90 |
-
"file": "
|
| 91 |
},
|
| 92 |
{
|
| 93 |
-
"name": "
|
| 94 |
-
"file": "
|
| 95 |
},
|
| 96 |
{
|
| 97 |
-
"name": "
|
| 98 |
-
"file": "
|
| 99 |
},
|
| 100 |
{
|
| 101 |
-
"name": "
|
| 102 |
-
"file": "
|
| 103 |
},
|
| 104 |
{
|
| 105 |
"name": "Cognitive Immersion",
|
| 106 |
"file": "CognitiveImmersion"
|
| 107 |
},
|
| 108 |
{
|
| 109 |
-
"name": "
|
| 110 |
-
"file": "
|
| 111 |
},
|
| 112 |
{
|
| 113 |
-
"name": "Delayed
|
| 114 |
-
"file": "
|
| 115 |
},
|
| 116 |
{
|
| 117 |
-
"name": "
|
| 118 |
-
"file": "
|
| 119 |
},
|
| 120 |
{
|
| 121 |
-
"name": "
|
| 122 |
-
"file": "
|
| 123 |
},
|
| 124 |
{
|
| 125 |
-
"name": "
|
| 126 |
-
"file": "
|
| 127 |
},
|
| 128 |
{
|
| 129 |
"name": "Imperfect Information",
|
| 130 |
"file": "ImperfectInformation"
|
| 131 |
},
|
| 132 |
{
|
| 133 |
-
"name": "
|
| 134 |
-
"file": "
|
| 135 |
},
|
| 136 |
{
|
| 137 |
"name": "Anticipation",
|
| 138 |
"file": "Anticipation"
|
| 139 |
},
|
| 140 |
-
{
|
| 141 |
-
"name": "Rewards",
|
| 142 |
-
"file": "Rewards"
|
| 143 |
-
},
|
| 144 |
-
{
|
| 145 |
-
"name": "Ultra-Powerful Events",
|
| 146 |
-
"file": "Ultra-PowerfulEvents"
|
| 147 |
-
},
|
| 148 |
{
|
| 149 |
"name": "Analysis Paralysis",
|
| 150 |
"file": "AnalysisParalysis"
|
| 151 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 152 |
{
|
| 153 |
"name": "Narrative Structures",
|
| 154 |
"file": "NarrativeStructures"
|
| 155 |
},
|
| 156 |
{
|
| 157 |
-
"name": "
|
| 158 |
-
"file": "
|
| 159 |
},
|
| 160 |
{
|
| 161 |
-
"name": "
|
| 162 |
-
"file": "
|
| 163 |
},
|
| 164 |
{
|
| 165 |
-
"name": "
|
| 166 |
-
"file": "
|
| 167 |
}
|
| 168 |
],
|
| 169 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 170 |
}
|
|
|
|
| 2 |
"pattern_name": "Anticipation",
|
| 3 |
"description": "The feeling of being able to predict future game events in the games to which one has emotional attachments.",
|
| 4 |
"content": [
|
| 5 |
+
"Many games allow player to anticipate possible future game events. However, players only feel [[Anticipation]] about these future events if they have some emotional investment, either that the future events are something that they planned and strived for or that the future events concern characters in a narrative structure that the players care for."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Anticipation]] can occur through [[Narrative Structures]] or the developing game state but both cases require [[Predictable Consequences]] and some form of specific [[Immersion]], most commonly [[Emotional Immersion]]. However, [[Anticipation]] can negatively affect [[Immersion]] in general as players have to abstractly predict the possible future events. One example where [[Anticipation]] can be created through [[Spatial Immersion]] is [[Game World Navigation]]. [[Cognitive Immersion]] can likewise give [[Anticipation]] when linked to foreseeing the completion of goals.",
|
| 9 |
+
"As players easily have [[Emotional Immersion]] in future [[Rewards]], [[Delayed Effects]] and [[Hovering Closures]] easily create [[Anticipation]], for example, through [[Betting]]. [[Rewards]] linked to [[Player Defined Goals]] and [[Planned Character Development]] are especially suitable for creating [[Anticipation]], as they are chosen by players themselves and the players choose them for their emotional values. The [[Anticipation]] can be further modulated by limiting the affect that the players can have through [[Turn Taking]] and [[Downtime]] in general. Setting [[Time Limits]] for player actions and effects also increases [[Anticipation]] when the limit is clearly indicated to the players.",
|
| 10 |
+
"When [[Anticipation]] is misguided, i. e., the expected result does not occur, the resulting feeling of frustration or disappointment can be modulated by [[Near Miss Indicators]]."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"[[Anticipation]] creates [[Emotional Immersion]] but requires some specific form of [[Immersion]] to be already present. [[Anticipation]] is closely linked to [[Tension]], but where [[Tension]] is primarily concerned with the negative aspects of uncertainty, [[Anticipation]] instead deals with the sense of being able to predict game events. A typically case when both coincide is [[Delayed Reciprocity]], where the [[Anticipation]] may be both that of fulfillment of agreements and that of [[Betrayal]]. Examples where [[Anticipation]] can exist without [[Tension]] include [[Ultra-Powerful Events]] such as those that occur in games where [[The Show Must Go On]].",
|
| 14 |
+
"[[Surprises]] are naturally difficult to closely link to [[Anticipation]], except when modulated by [[Red Herrings]] or [[Imperfect Information]]. [[Analysis Paralysis]] is often caused by players being able to notice too many possible future game states, and thereby makes [[Anticipation]] of any of them difficult."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Emotional Immersion"
|
| 19 |
],
|
|
|
|
| 55 |
],
|
| 56 |
"label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
|
| 57 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 58 |
{
|
| 59 |
"name": "Player Defined Goals",
|
| 60 |
"file": "PlayerDefinedGoals"
|
| 61 |
},
|
| 62 |
{
|
| 63 |
+
"name": "Ultra-Powerful Events",
|
| 64 |
+
"file": "Ultra-PowerfulEvents"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
+
"name": "Spatial Immersion",
|
| 68 |
+
"file": "SpatialImmersion"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
+
"name": "Delayed Reciprocity",
|
| 72 |
+
"file": "DelayedReciprocity"
|
| 73 |
},
|
| 74 |
{
|
| 75 |
+
"name": "Time Limits",
|
| 76 |
+
"file": "TimeLimits"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
+
"name": "Surprises",
|
| 80 |
+
"file": "Surprises"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
+
"name": "Downtime",
|
| 84 |
+
"file": "Downtime"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
+
"name": "Turn Taking",
|
| 88 |
+
"file": "TurnTaking"
|
| 89 |
},
|
| 90 |
{
|
| 91 |
+
"name": "Hovering Closures",
|
| 92 |
+
"file": "HoveringClosures"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
"name": "Cognitive Immersion",
|
| 96 |
"file": "CognitiveImmersion"
|
| 97 |
},
|
| 98 |
{
|
| 99 |
+
"name": "Near Miss Indicators",
|
| 100 |
+
"file": "NearMissIndicators"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
+
"name": "Delayed Effects",
|
| 104 |
+
"file": "DelayedEffects"
|
| 105 |
},
|
| 106 |
{
|
| 107 |
+
"name": "Tension",
|
| 108 |
+
"file": "Tension"
|
| 109 |
},
|
| 110 |
{
|
| 111 |
+
"name": "Betting",
|
| 112 |
+
"file": "Betting"
|
| 113 |
},
|
| 114 |
{
|
| 115 |
+
"name": "Red Herrings",
|
| 116 |
+
"file": "RedHerrings"
|
| 117 |
},
|
| 118 |
{
|
| 119 |
"name": "Imperfect Information",
|
| 120 |
"file": "ImperfectInformation"
|
| 121 |
},
|
| 122 |
{
|
| 123 |
+
"name": "Predictable Consequences",
|
| 124 |
+
"file": "PredictableConsequences"
|
| 125 |
},
|
| 126 |
{
|
| 127 |
"name": "Anticipation",
|
| 128 |
"file": "Anticipation"
|
| 129 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 130 |
{
|
| 131 |
"name": "Analysis Paralysis",
|
| 132 |
"file": "AnalysisParalysis"
|
| 133 |
},
|
| 134 |
+
{
|
| 135 |
+
"name": "Emotional Immersion",
|
| 136 |
+
"file": "EmotionalImmersion"
|
| 137 |
+
},
|
| 138 |
{
|
| 139 |
"name": "Narrative Structures",
|
| 140 |
"file": "NarrativeStructures"
|
| 141 |
},
|
| 142 |
{
|
| 143 |
+
"name": "Rewards",
|
| 144 |
+
"file": "Rewards"
|
| 145 |
},
|
| 146 |
{
|
| 147 |
+
"name": "Planned Character Development",
|
| 148 |
+
"file": "PlannedCharacterDevelopment"
|
| 149 |
},
|
| 150 |
{
|
| 151 |
+
"name": "Betrayal",
|
| 152 |
+
"file": "Betrayal"
|
| 153 |
}
|
| 154 |
],
|
| 155 |
+
"pattern_id": "Anticipation",
|
| 156 |
+
"playable_concept": "Not available yet",
|
| 157 |
+
"metadata": {
|
| 158 |
+
"version": "1.2",
|
| 159 |
+
"date_processed": "2025-04-24",
|
| 160 |
+
"source_file": "Anticipation.htm",
|
| 161 |
+
"converter_version": "1.2"
|
| 162 |
+
}
|
| 163 |
}
|
AreaControl.json
CHANGED
|
@@ -2,21 +2,18 @@
|
|
| 2 |
"pattern_name": "Area Control",
|
| 3 |
"description": "Being in control over who can move within an area in the game world, or having access to actions linked to locations in the game world.",
|
| 4 |
"content": [
|
| 5 |
-
"Games with a game board or game world can have the control of these as goals in their game. Besides being a goal in itself, control over areas in games can give access to otherwise unavailable actions and can make the use of actions and tactics easier."
|
| 6 |
-
"Example: one of the goals in Battlefield 1942 is to have control over flag points. This is done by teams by having sole presences in the area around the flag for a certain period of time.",
|
| 7 |
-
"Example: the goal of Go is to have as efficient Area Control as possible through so few stones as possible. Gameplay typically begins with claiming areas in the corners, which are most easy to defend, and then moving out along the sides to finally revolve around the center of the board.",
|
| 8 |
-
"Example: having implicit Area Control over the center of the game board in Chess is one of the main strategies in the game."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"The design of Area Control consists of how control is achieved and what effects the control gives. Control can either be due to direct or indirect actions. Direct actions consist of reach the area itself with a Focus Loci, making it a Race to Traverse to the area. Often Contact with the area determines the winner, but the Contact may have to be an Extended Action to give Perceivable Margins and let other players try to Overcome the first claimer. Gaining Area Control due to indirect actions does not require players to have Focus Loci in the area but instead requires the use of Resources in Trading or Bidding, alternatively being given the area as an effect of Luck.",
|
| 12 |
-
"If the ownership of the area is not an Irreversible Action, the possibility of future Transfer of Controls creates Guard goals of keeping the area which are both Continuous Goals and Interferable Goals. Preventing Goals of Overcome or Eliminate can created around the Guard goal, as can Stealth when an extended sole presence is required to control the area. If the game area is larger than can be overviewed at once, the subgoal of Reconnaissance may be necessary. The Guard goal can be encouraged by giving explicit Penalties beyond any possible losses of abilities and Resources that naturally occur when the area is lost. This makes the goal of keeping the area a Committed Goal.",
|
| 13 |
-
"The common effects of Area Control is access to Producers and Resources in the area, Privileged Abilities from Controllers, providing good Game State Overview through the view from the area, or making opponents have Movement Limitations. When being in the area making completion of other goals easier, for example having positive modifiers for Combat, the action of having Area Control is a Supporting Goal."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
-
"Having Area Control is a form of Ownership that affects the Game World. Getting Area Control over part of a Game World can be the fulfillment to Gain Ownership goals defined by Goal Points, and make the areas into Strategic Locations. Besides the Rewards of completing the goal, areas may be Strategic Locations due to the Game State Overview the areas gives or the presence of Producers, Controllers or Resources. Like other cases of ownership, having Area Control can give Emotional Immersion and modulates how players perceive potential losses of areas.",
|
| 17 |
-
"When many areas exist that can be controlled, knowing the values of each is Strategic Knowledge. Choosing between these Selectable Sets of Goals may require players to do Risk/Reward choices or Tradeoffs as not all areas may be able to be controlled by one player. Maintaining control over several areas requires Attention Swapping or Team Play."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Attention Swapping",
|
| 22 |
"Continuous Goals",
|
|
@@ -71,100 +68,80 @@
|
|
| 71 |
"label": "8. Actions and Events Patterns",
|
| 72 |
"pattern_links": [
|
| 73 |
{
|
| 74 |
-
"name": "
|
| 75 |
-
"file": "
|
| 76 |
-
},
|
| 77 |
-
{
|
| 78 |
-
"name": "Contact",
|
| 79 |
-
"file": "Contact"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
-
"name": "
|
| 83 |
-
"file": "
|
| 84 |
},
|
| 85 |
{
|
| 86 |
-
"name": "
|
| 87 |
-
"file": "
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
},
|
| 93 |
{
|
| 94 |
-
"name": "
|
| 95 |
-
"file": "
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
"name": "Combat",
|
| 111 |
"file": "Combat"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
-
},
|
| 117 |
-
{
|
| 118 |
-
"name": "Stealth",
|
| 119 |
-
"file": "Stealth"
|
| 120 |
-
},
|
| 121 |
-
{
|
| 122 |
-
"name": "Strategic Locations",
|
| 123 |
-
"file": "StrategicLocations"
|
| 124 |
-
},
|
| 125 |
-
{
|
| 126 |
-
"name": "Luck",
|
| 127 |
-
"file": "Luck"
|
| 128 |
-
},
|
| 129 |
-
{
|
| 130 |
-
"name": "Privileged Abilities",
|
| 131 |
-
"file": "PrivilegedAbilities"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
-
"name": "
|
| 135 |
-
"file": "
|
| 136 |
},
|
| 137 |
{
|
| 138 |
-
"name": "
|
| 139 |
-
"file": "
|
| 140 |
},
|
| 141 |
{
|
| 142 |
"name": "Committed Goals",
|
| 143 |
"file": "CommittedGoals"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
-
"name": "
|
| 147 |
-
"file": "
|
| 148 |
},
|
| 149 |
{
|
| 150 |
-
"name": "
|
| 151 |
-
"file": "
|
| 152 |
},
|
| 153 |
{
|
| 154 |
-
"name": "
|
| 155 |
-
"file": "
|
| 156 |
},
|
| 157 |
{
|
| 158 |
-
"name": "
|
| 159 |
-
"file": "
|
| 160 |
},
|
| 161 |
{
|
| 162 |
-
"name": "
|
| 163 |
-
"file": "
|
| 164 |
},
|
| 165 |
{
|
| 166 |
-
"name": "
|
| 167 |
-
"file": "
|
| 168 |
},
|
| 169 |
{
|
| 170 |
"name": "Bidding",
|
|
@@ -175,85 +152,76 @@
|
|
| 175 |
"file": "ContinuousGoals"
|
| 176 |
},
|
| 177 |
{
|
| 178 |
-
"name": "
|
| 179 |
-
"file": "
|
| 180 |
-
},
|
| 181 |
-
{
|
| 182 |
-
"name": "Goal Points",
|
| 183 |
-
"file": "GoalPoints"
|
| 184 |
-
},
|
| 185 |
-
{
|
| 186 |
-
"name": "Game State Overview",
|
| 187 |
-
"file": "GameStateOverview"
|
| 188 |
-
},
|
| 189 |
-
{
|
| 190 |
-
"name": "Traverse",
|
| 191 |
-
"file": "Traverse"
|
| 192 |
-
},
|
| 193 |
-
{
|
| 194 |
-
"name": "Controllers",
|
| 195 |
-
"file": "Controllers"
|
| 196 |
-
},
|
| 197 |
-
{
|
| 198 |
-
"name": "Race",
|
| 199 |
-
"file": "Race"
|
| 200 |
},
|
| 201 |
{
|
| 202 |
-
"name": "
|
| 203 |
-
"file": "
|
| 204 |
},
|
| 205 |
{
|
| 206 |
-
"name": "
|
| 207 |
-
"file": "
|
| 208 |
},
|
| 209 |
{
|
| 210 |
"name": "Game World",
|
| 211 |
"file": "GameWorld"
|
| 212 |
},
|
| 213 |
{
|
| 214 |
-
"name": "
|
| 215 |
-
"file": "
|
| 216 |
-
},
|
| 217 |
-
{
|
| 218 |
-
"name": "Ownership",
|
| 219 |
-
"file": "Ownership"
|
| 220 |
},
|
| 221 |
{
|
| 222 |
-
"name": "
|
| 223 |
-
"file": "
|
| 224 |
},
|
| 225 |
{
|
| 226 |
"name": "Team Play",
|
| 227 |
"file": "TeamPlay"
|
| 228 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 229 |
{
|
| 230 |
"name": "Tradeoffs",
|
| 231 |
"file": "Tradeoffs"
|
| 232 |
},
|
| 233 |
{
|
| 234 |
-
"name": "
|
| 235 |
-
"file": "
|
| 236 |
},
|
| 237 |
{
|
| 238 |
-
"name": "
|
| 239 |
-
"file": "
|
| 240 |
},
|
| 241 |
{
|
| 242 |
"name": "Rewards",
|
| 243 |
"file": "Rewards"
|
| 244 |
},
|
| 245 |
{
|
| 246 |
-
"name": "
|
| 247 |
-
"file": "
|
| 248 |
},
|
| 249 |
{
|
| 250 |
-
"name": "
|
| 251 |
-
"file": "
|
| 252 |
},
|
| 253 |
{
|
| 254 |
-
"name": "
|
| 255 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 256 |
}
|
| 257 |
],
|
| 258 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 259 |
}
|
|
|
|
| 2 |
"pattern_name": "Area Control",
|
| 3 |
"description": "Being in control over who can move within an area in the game world, or having access to actions linked to locations in the game world.",
|
| 4 |
"content": [
|
| 5 |
+
"Games with a game board or game world can have the control of these as goals in their game. Besides being a goal in itself, control over areas in games can give access to otherwise unavailable actions and can make the use of actions and tactics easier."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The design of [[Area Control]] consists of how control is achieved and what effects the control gives. Control can either be due to direct or indirect actions. Direct actions consist of reach the area itself with a [[Focus Loci]], making it a [[Race]] to [[Traverse]] to the area. Often [[Contact]] with the area determines the winner, but the [[Contact]] may have to be an [[Extended Action]] to give [[Perceivable Margins]] and let other players try to [[Overcome]] the first claimer. Gaining [[Area Control]] due to indirect actions does not require players to have [[Focus Loci]] in the area but instead requires the use of [[Resources]] in [[Trading]] or [[Bidding]], alternatively being given the area as an effect of [[Luck]].",
|
| 9 |
+
"If the ownership of the area is not an [[Irreversible Action]], the possibility of future [[Transfer of Controls]] creates [[Guard]] goals of keeping the area which are both [[Continuous Goals]] and [[Interferable Goals]]. [[Preventing Goals]] of [[Overcome]] or [[Eliminate]] can created around the [[Guard]] goal, as can [[Stealth]] when an extended sole presence is required to control the area. If the game area is larger than can be overviewed at once, the subgoal of [[Reconnaissance]] may be necessary. The [[Guard]] goal can be encouraged by giving explicit [[Penalties]] beyond any possible losses of abilities and [[Resources]] that naturally occur when the area is lost. This makes the goal of keeping the area a Committed Goal.",
|
| 10 |
+
"The common effects of [[Area Control]] is access to [[Producers]] and [[Resources]] in the area, [[Privileged Abilities]] from [[Controllers]], providing good [[Game State Overview]] through the view from the area, or making opponents have [[Movement Limitations]]. When being in the area making completion of other goals easier, for example having positive modifiers for [[Combat]], the action of having [[Area Control]] is a [[Supporting Goal]]."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"Having [[Area Control]] is a form of [[Ownership]] that affects the [[Game World]]. Getting [[Area Control]] over part of a [[Game World]] can be the fulfillment to [[Gain Ownership]] goals defined by [[Goal Points]], and make the areas into [[Strategic Locations]]. Besides the [[Rewards]] of completing the goal, areas may be [[Strategic Locations]] due to the [[Game State Overview]] the areas gives or the presence of Producers, Controllers or [[Resources]]. Like other cases of ownership, having [[Area Control]] can give [[Emotional Immersion]] and modulates how players perceive potential losses of areas.",
|
| 14 |
+
"When many areas exist that can be controlled, knowing the values of each is [[Strategic Knowledge]]. Choosing between these [[Selectable Sets of Goals]] may require players to do [[Risk/Reward]] choices or [[Tradeoffs]] as not all areas may be able to be controlled by one player. Maintaining control over several areas requires [[Attention Swapping]] or [[Team Play]]."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Attention Swapping",
|
| 19 |
"Continuous Goals",
|
|
|
|
| 68 |
"label": "8. Actions and Events Patterns",
|
| 69 |
"pattern_links": [
|
| 70 |
{
|
| 71 |
+
"name": "Goal Points",
|
| 72 |
+
"file": "GoalPoints"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 73 |
},
|
| 74 |
{
|
| 75 |
+
"name": "Attention Swapping",
|
| 76 |
+
"file": "AttentionSwapping"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
+
"name": "Strategic Locations",
|
| 80 |
+
"file": "StrategicLocations"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
+
"name": "Ownership",
|
| 84 |
+
"file": "Ownership"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
+
"name": "Trading",
|
| 88 |
+
"file": "Trading"
|
| 89 |
},
|
| 90 |
{
|
| 91 |
+
"name": "Producers",
|
| 92 |
+
"file": "Producers"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
+
"name": "Privileged Abilities",
|
| 96 |
+
"file": "PrivilegedAbilities"
|
| 97 |
},
|
| 98 |
{
|
| 99 |
+
"name": "Supporting Goals",
|
| 100 |
+
"file": "SupportingGoals"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
"name": "Combat",
|
| 104 |
"file": "Combat"
|
| 105 |
},
|
| 106 |
{
|
| 107 |
+
"name": "Penalties",
|
| 108 |
+
"file": "Penalties"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 109 |
},
|
| 110 |
{
|
| 111 |
+
"name": "Interferable Goals",
|
| 112 |
+
"file": "InterferableGoals"
|
| 113 |
},
|
| 114 |
{
|
| 115 |
+
"name": "Stealth",
|
| 116 |
+
"file": "Stealth"
|
| 117 |
},
|
| 118 |
{
|
| 119 |
"name": "Committed Goals",
|
| 120 |
"file": "CommittedGoals"
|
| 121 |
},
|
| 122 |
{
|
| 123 |
+
"name": "Strategic Knowledge",
|
| 124 |
+
"file": "StrategicKnowledge"
|
| 125 |
},
|
| 126 |
{
|
| 127 |
+
"name": "Risk/Reward",
|
| 128 |
+
"file": "RiskReward"
|
| 129 |
},
|
| 130 |
{
|
| 131 |
+
"name": "Controllers",
|
| 132 |
+
"file": "Controllers"
|
| 133 |
},
|
| 134 |
{
|
| 135 |
+
"name": "Gain Ownership",
|
| 136 |
+
"file": "GainOwnership"
|
| 137 |
},
|
| 138 |
{
|
| 139 |
+
"name": "Movement Limitations",
|
| 140 |
+
"file": "MovementLimitations"
|
| 141 |
},
|
| 142 |
{
|
| 143 |
+
"name": "Race",
|
| 144 |
+
"file": "Race"
|
| 145 |
},
|
| 146 |
{
|
| 147 |
"name": "Bidding",
|
|
|
|
| 152 |
"file": "ContinuousGoals"
|
| 153 |
},
|
| 154 |
{
|
| 155 |
+
"name": "Focus Loci",
|
| 156 |
+
"file": "FocusLoci"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 157 |
},
|
| 158 |
{
|
| 159 |
+
"name": "Overcome",
|
| 160 |
+
"file": "Overcome"
|
| 161 |
},
|
| 162 |
{
|
| 163 |
+
"name": "Contact",
|
| 164 |
+
"file": "Contact"
|
| 165 |
},
|
| 166 |
{
|
| 167 |
"name": "Game World",
|
| 168 |
"file": "GameWorld"
|
| 169 |
},
|
| 170 |
{
|
| 171 |
+
"name": "Extended Actions",
|
| 172 |
+
"file": "ExtendedActions"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 173 |
},
|
| 174 |
{
|
| 175 |
+
"name": "Emotional Immersion",
|
| 176 |
+
"file": "EmotionalImmersion"
|
| 177 |
},
|
| 178 |
{
|
| 179 |
"name": "Team Play",
|
| 180 |
"file": "TeamPlay"
|
| 181 |
},
|
| 182 |
+
{
|
| 183 |
+
"name": "Selectable Sets of Goals",
|
| 184 |
+
"file": "SelectableSetsofGoals"
|
| 185 |
+
},
|
| 186 |
{
|
| 187 |
"name": "Tradeoffs",
|
| 188 |
"file": "Tradeoffs"
|
| 189 |
},
|
| 190 |
{
|
| 191 |
+
"name": "Game State Overview",
|
| 192 |
+
"file": "GameStateOverview"
|
| 193 |
},
|
| 194 |
{
|
| 195 |
+
"name": "Resources",
|
| 196 |
+
"file": "Resources"
|
| 197 |
},
|
| 198 |
{
|
| 199 |
"name": "Rewards",
|
| 200 |
"file": "Rewards"
|
| 201 |
},
|
| 202 |
{
|
| 203 |
+
"name": "Reconnaissance",
|
| 204 |
+
"file": "Reconnaissance"
|
| 205 |
},
|
| 206 |
{
|
| 207 |
+
"name": "Traverse",
|
| 208 |
+
"file": "Traverse"
|
| 209 |
},
|
| 210 |
{
|
| 211 |
+
"name": "Area Control",
|
| 212 |
+
"file": "AreaControl"
|
| 213 |
+
},
|
| 214 |
+
{
|
| 215 |
+
"name": "Transfer of Control",
|
| 216 |
+
"file": "TransferofControl"
|
| 217 |
}
|
| 218 |
],
|
| 219 |
+
"pattern_id": "AreaControl",
|
| 220 |
+
"playable_concept": "Not available yet",
|
| 221 |
+
"metadata": {
|
| 222 |
+
"version": "1.2",
|
| 223 |
+
"date_processed": "2025-04-24",
|
| 224 |
+
"source_file": "AreaControl.htm",
|
| 225 |
+
"converter_version": "1.2"
|
| 226 |
+
}
|
| 227 |
}
|
ArithmeticRewardsforInvestments.json
CHANGED
|
@@ -2,16 +2,15 @@
|
|
| 2 |
"pattern_name": "Arithmetic Rewards for Investments",
|
| 3 |
"description": "The possible rewards have a linear relationship to the investments, that is, if the investment is double, the comparable reward is doubled.",
|
| 4 |
"content": [
|
| 5 |
-
"Arithmetic Rewards for Investments are those rewards in game that are directly proportional with the resources used to gain them. As long as requirements of minimum and maximum investments are met, Arithmetic Rewards for Investments allow players to split resources into several smaller investments rather than one large investment with no other penalty than maybe not receiving all rewards at the same time."
|
| 6 |
-
"Example: the unit construction in strategy games is often based on Arithmetic Rewards for Investments. If it costs 100 production points to construct a tank, it costs 200 points to construct two tanks, 300 points to construct three tanks, and so on."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Arithmetic Rewards for Investments use linear functions between the Resources and Rewards of Investments and are thereby incompatible with Geometric Rewards for Investments and Diminishing Returns. They make the planning of the Investments straightforward as there is no real incentive for hoarding the Resources before investing. As the Investments can be done in smaller chunks and do not represent so great Risk/Reward choices they give players a Freedom of Choice how to make Investments. The ease of understanding the Rewards received from Arithmetic Rewards for Investments makes them have Predictable Consequences, both for the players who are making the Investments and those observing the Investments being made."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"When implementing Arithmetic Rewards for Investments the costs involved have to be balanced compared to other possible Investments in the game. It is also possible to artificially limit the maximum possible amount used in single Investments or require minimum amounts to be invested to modulate the Risk/Reward choices that have to be made. Another way of modulating the Risk/Reward choices is to not make several identical Investments using arithmetic reward schemes possible at the same time by imposing Time Limits between such Investments."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
"Instantiates": [
|
| 16 |
"Predictable Consequences",
|
| 17 |
"Freedom of Choice"
|
|
@@ -36,46 +35,49 @@
|
|
| 36 |
],
|
| 37 |
"label": "6. Game Design Patterns for Resource and Resource Management",
|
| 38 |
"pattern_links": [
|
| 39 |
-
{
|
| 40 |
-
"name": "Resources",
|
| 41 |
-
"file": "Resources"
|
| 42 |
-
},
|
| 43 |
-
{
|
| 44 |
-
"name": "Diminishing Returns",
|
| 45 |
-
"file": "DiminishingReturns"
|
| 46 |
-
},
|
| 47 |
-
{
|
| 48 |
-
"name": "Rewards",
|
| 49 |
-
"file": "Rewards"
|
| 50 |
-
},
|
| 51 |
-
{
|
| 52 |
-
"name": "Time Limits",
|
| 53 |
-
"file": "TimeLimits"
|
| 54 |
-
},
|
| 55 |
{
|
| 56 |
"name": "Investments",
|
| 57 |
"file": "Investments"
|
| 58 |
},
|
| 59 |
{
|
| 60 |
-
"name": "
|
| 61 |
-
"file": "
|
| 62 |
},
|
| 63 |
{
|
| 64 |
"name": "Risk/Reward",
|
| 65 |
"file": "RiskReward"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
-
"name": "
|
| 69 |
-
"file": "
|
| 70 |
},
|
| 71 |
{
|
| 72 |
"name": "Geometric Rewards for Investments",
|
| 73 |
"file": "GeometricRewardsforInvestments"
|
| 74 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 75 |
{
|
| 76 |
"name": "Arithmetic Rewards for Investments",
|
| 77 |
"file": "ArithmeticRewardsforInvestments"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 78 |
}
|
| 79 |
],
|
| 80 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 81 |
}
|
|
|
|
| 2 |
"pattern_name": "Arithmetic Rewards for Investments",
|
| 3 |
"description": "The possible rewards have a linear relationship to the investments, that is, if the investment is double, the comparable reward is doubled.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Arithmetic Rewards for Investments]] are those rewards in game that are directly proportional with the resources used to gain them. As long as requirements of minimum and maximum investments are met, [[Arithmetic Rewards for Investments]] allow players to split resources into several smaller investments rather than one large investment with no other penalty than maybe not receiving all rewards at the same time."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Arithmetic Rewards for Investments]] use linear functions between the [[Resources]] and [[Rewards]] of [[Investments]] and are thereby incompatible with [[Geometric Rewards for Investments]] and [[Diminishing Returns]]. They make the planning of the [[Investments]] straightforward as there is no real incentive for hoarding the [[Resources]] before investing. As the [[Investments]] can be done in smaller chunks and do not represent so great [[Risk/Reward]] choices they give players a [[Freedom of Choice]] how to make [[Investments]]. The ease of understanding the [[Rewards]] received from [[Arithmetic Rewards for Investments]] makes them have [[Predictable Consequences]], both for the players who are making the [[Investments]] and those observing the [[Investments]] being made."
|
| 9 |
],
|
| 10 |
+
"consequences": [
|
| 11 |
+
"When implementing [[Arithmetic Rewards for Investments]] the costs involved have to be balanced compared to other possible [[Investments]] in the game. It is also possible to artificially limit the maximum possible amount used in single [[Investments]] or require minimum amounts to be invested to modulate the [[Risk/Reward]] choices that have to be made. Another way of modulating the [[Risk/Reward]] choices is to not make several identical [[Investments]] using arithmetic reward schemes possible at the same time by imposing [[Time Limits]] between such [[Investments]]."
|
| 12 |
],
|
| 13 |
+
"relations": {
|
| 14 |
"Instantiates": [
|
| 15 |
"Predictable Consequences",
|
| 16 |
"Freedom of Choice"
|
|
|
|
| 35 |
],
|
| 36 |
"label": "6. Game Design Patterns for Resource and Resource Management",
|
| 37 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 38 |
{
|
| 39 |
"name": "Investments",
|
| 40 |
"file": "Investments"
|
| 41 |
},
|
| 42 |
{
|
| 43 |
+
"name": "Time Limits",
|
| 44 |
+
"file": "TimeLimits"
|
| 45 |
},
|
| 46 |
{
|
| 47 |
"name": "Risk/Reward",
|
| 48 |
"file": "RiskReward"
|
| 49 |
},
|
| 50 |
{
|
| 51 |
+
"name": "Diminishing Returns",
|
| 52 |
+
"file": "DiminishingReturns"
|
| 53 |
},
|
| 54 |
{
|
| 55 |
"name": "Geometric Rewards for Investments",
|
| 56 |
"file": "GeometricRewardsforInvestments"
|
| 57 |
},
|
| 58 |
+
{
|
| 59 |
+
"name": "Freedom of Choice",
|
| 60 |
+
"file": "FreedomofChoice"
|
| 61 |
+
},
|
| 62 |
+
{
|
| 63 |
+
"name": "Rewards",
|
| 64 |
+
"file": "Rewards"
|
| 65 |
+
},
|
| 66 |
{
|
| 67 |
"name": "Arithmetic Rewards for Investments",
|
| 68 |
"file": "ArithmeticRewardsforInvestments"
|
| 69 |
+
},
|
| 70 |
+
{
|
| 71 |
+
"name": "Predictable Consequences",
|
| 72 |
+
"file": "PredictableConsequences"
|
| 73 |
}
|
| 74 |
],
|
| 75 |
+
"pattern_id": "ArithmeticRewardsforInvestments",
|
| 76 |
+
"playable_concept": "Not available yet",
|
| 77 |
+
"metadata": {
|
| 78 |
+
"version": "1.2",
|
| 79 |
+
"date_processed": "2025-04-24",
|
| 80 |
+
"source_file": "ArithmeticRewardsforInvestments.htm",
|
| 81 |
+
"converter_version": "1.2"
|
| 82 |
+
}
|
| 83 |
}
|
AsymmetricAbilities.json
CHANGED
|
@@ -2,27 +2,22 @@
|
|
| 2 |
"pattern_name": "Asymmetric Abilities",
|
| 3 |
"description": "Players, or game elements, do not all have the same actions available.",
|
| 4 |
"content": [
|
| 5 |
-
"When not all players have the same actions available, they have Asymmetric Abilities. This makes the game more complex in one sense, as more types of actions need to be considered when visualizing future game states, but also makes the experiences of playing the game depend on what role a player has.",
|
| 6 |
-
"Asymmetric Abilities can also exist between the game elements under a player's control. In this case, the variety of actions available gives players more opportunities to create different tactics and increases the value of each game element as losing all elements that have an ability means that the ability is lost to the player."
|
| 7 |
-
"Example: The pieces of one type in Chess have asymmetrical movement abilities compared to all other types.",
|
| 8 |
-
"Example: Fox & Geese gives the two players different abilities but one player has a single piece that can capture the opponent's pieces while the other player has many pieces that can only move.",
|
| 9 |
-
"Example: Roleplaying games and class-based multiplayer first-person shooters encourage co-operation between players by giving them Asymmetric Abilities that can be put to most efficient use by coordinating actions.",
|
| 10 |
-
"Example: The card game Citadels lets players have different roles every turn where each role has different special abilities.",
|
| 11 |
-
"Example: The board game Space Hulk has one player controlling a few space marines with guns under time pressure that do not get reinforcement in conflict with a player controlling many genestealers that can only fight in close combat but continuously get reinforcements and whose numbers are not exactly known the other player."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"The primary reasons for using Asymmetric Abilities are usually to provide Varied Gameplay or to support Asymmetric Goals. In Multiplayer Games, this is expanded with the reasons of promoting Team Play and Social Organizations (as the division of labor is one characteristic of civilizations). Asymmetric Abilities can either be explicit or implicit in games.",
|
| 15 |
-
"The creation of explicit Asymmetric Abilities is done by designing Privileged Abilities, for example, how Fog of War affects vision or what Communication Channels are available, but the primary design choices lie in whether to create the asymmetry on a Unit or player level and how to achieve Player Balance. Choosing asymmetry on the Unit level makes symmetry possible on the player level and thereby aids in avoiding potential balancing problems. Asymmetry on the player level gives different gameplay experiences for the players but may require rules for determining who plays what role.",
|
| 16 |
-
"Implicit Asymmetric Abilities are not enforced by the game system but depend on either Asymmetric Information or different levels of Game Mastery between players. The former can be intentionally made part of a game design while the latter is more difficult, at least requiring Trans-Game Information as a source of how good players are.",
|
| 17 |
-
"Ways of balancing Asymmetric Abilities include having Paper-Rock-Scissors relations between the abilities, shifting the abilities every turn in Turn-Based Games, or playing Tournaments where every combination of players and abilities are played. When a game has been play tested extensively, Handicap can be given as a Balancing Effect."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
-
"Asymmetric Abilities are a consequence of Privileged Abilities. The presence of Asymmetric Abilities modulates the Right Level of Complexity by increasing it unless the asymmetry is temporary. When the asymmetry can be alleviated by the completion of Gain Competence goals, this gives rise to Red Queen Dilemmas.",
|
| 21 |
-
"Games may contain Asymmetric Abilities on a Unit level without having it between players by having the same setup of Units between players. This is the typical case in games combining Symmetry and Orthogonal Unit Differentiation such as Chess or Stratego.",
|
| 22 |
-
"In the same fashion as with Units, games may have Asymmetric Abilities between players within a team. This encourages Team Play to make the most efficient use of possible actions and often requires Constructive Play in the form of Negotiation to perform Collaborative Actions. However, the development of Asymmetric Abilities of one team compared to another team may be a more relevant way of measuring Team Development in games with Team Play.",
|
| 23 |
-
"Games with roles that have permanent Asymmetric Abilities and do not have Team Play can easily have problems with Player Balance unless they form Paper-Rock-Scissors power relations. However, they do give players a Freedom of Choice between the roles and varying between these roles gives Varied Gameplay between game sessions and promotes Replayability."
|
| 24 |
],
|
| 25 |
-
"
|
| 26 |
"Instantiates": [
|
| 27 |
"Gain Competence",
|
| 28 |
"Collaborative Actions",
|
|
@@ -68,80 +63,56 @@
|
|
| 68 |
"label": "8. Actions and Events Patterns",
|
| 69 |
"pattern_links": [
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
-
},
|
| 74 |
-
{
|
| 75 |
-
"name": "Units",
|
| 76 |
-
"file": "Units"
|
| 77 |
-
},
|
| 78 |
-
{
|
| 79 |
-
"name": "Balancing Effect",
|
| 80 |
-
"file": "BalancingEffects"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
"name": "Symmetry",
|
| 84 |
"file": "Symmetry"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
-
},
|
| 90 |
-
{
|
| 91 |
-
"name": "Orthogonal Unit Differentiation",
|
| 92 |
-
"file": "OrthogonalUnitDifferentiation"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
-
"name": "
|
| 96 |
-
"file": "
|
| 97 |
},
|
| 98 |
{
|
| 99 |
-
"name": "
|
| 100 |
-
"file": "
|
| 101 |
},
|
| 102 |
{
|
| 103 |
-
"name": "
|
| 104 |
-
"file": "
|
| 105 |
},
|
| 106 |
{
|
| 107 |
"name": "Negotiation",
|
| 108 |
"file": "Negotiation"
|
| 109 |
},
|
| 110 |
-
{
|
| 111 |
-
"name": "Privileged Abilities",
|
| 112 |
-
"file": "PrivilegedAbilities"
|
| 113 |
-
},
|
| 114 |
{
|
| 115 |
"name": "Tournaments",
|
| 116 |
"file": "Tournaments"
|
| 117 |
},
|
| 118 |
{
|
| 119 |
-
"name": "
|
| 120 |
-
"file": "
|
| 121 |
-
},
|
| 122 |
-
{
|
| 123 |
-
"name": "Unit",
|
| 124 |
-
"file": "Units"
|
| 125 |
-
},
|
| 126 |
-
{
|
| 127 |
-
"name": "Collaborative Actions",
|
| 128 |
-
"file": "CollaborativeActions"
|
| 129 |
},
|
| 130 |
{
|
| 131 |
-
"name": "
|
| 132 |
-
"file": "
|
| 133 |
},
|
| 134 |
{
|
| 135 |
-
"name": "
|
| 136 |
-
"file": "
|
| 137 |
},
|
| 138 |
{
|
| 139 |
-
"name": "
|
| 140 |
-
"file": "
|
| 141 |
},
|
| 142 |
{
|
| 143 |
-
"name": "
|
| 144 |
-
"file": "
|
| 145 |
},
|
| 146 |
{
|
| 147 |
"name": "Team Development",
|
|
@@ -152,49 +123,48 @@
|
|
| 152 |
"file": "TeamPlay"
|
| 153 |
},
|
| 154 |
{
|
| 155 |
-
"name": "
|
| 156 |
-
"file": "
|
| 157 |
-
},
|
| 158 |
-
{
|
| 159 |
-
"name": "Asymmetric Goals",
|
| 160 |
-
"file": "AsymmetricGoals"
|
| 161 |
-
},
|
| 162 |
-
{
|
| 163 |
-
"name": "Handicap",
|
| 164 |
-
"file": "Handicaps"
|
| 165 |
-
},
|
| 166 |
-
{
|
| 167 |
-
"name": "Communication Channels",
|
| 168 |
-
"file": "CommunicationChannels"
|
| 169 |
},
|
| 170 |
{
|
| 171 |
-
"name": "
|
| 172 |
-
"file": "
|
| 173 |
},
|
| 174 |
{
|
| 175 |
-
"name": "
|
| 176 |
-
"file": "
|
| 177 |
},
|
| 178 |
{
|
| 179 |
"name": "Balancing Effects",
|
| 180 |
"file": "BalancingEffects"
|
| 181 |
},
|
| 182 |
{
|
| 183 |
-
"name": "
|
| 184 |
-
"file": "
|
| 185 |
},
|
| 186 |
{
|
| 187 |
-
"name": "
|
| 188 |
-
"file": "
|
| 189 |
},
|
| 190 |
{
|
| 191 |
-
"name": "
|
| 192 |
-
"file": "
|
| 193 |
},
|
| 194 |
{
|
| 195 |
-
"name": "
|
| 196 |
-
"file": "
|
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|
|
|
|
|
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|
| 197 |
}
|
| 198 |
],
|
| 199 |
-
"
|
|
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|
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|
|
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|
|
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|
|
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|
|
|
|
| 200 |
}
|
|
|
|
| 2 |
"pattern_name": "Asymmetric Abilities",
|
| 3 |
"description": "Players, or game elements, do not all have the same actions available.",
|
| 4 |
"content": [
|
| 5 |
+
"When not all players have the same actions available, they have [[Asymmetric Abilities]]. This makes the game more complex in one sense, as more types of actions need to be considered when visualizing future game states, but also makes the experiences of playing the game depend on what role a player has.",
|
| 6 |
+
"[[Asymmetric Abilities]] can also exist between the game elements under a player's control. In this case, the variety of actions available gives players more opportunities to create different tactics and increases the value of each game element as losing all elements that have an ability means that the ability is lost to the player."
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
+
"using_the_pattern": [
|
| 9 |
+
"The primary reasons for using [[Asymmetric Abilities]] are usually to provide [[Varied Gameplay]] or to support [[Asymmetric Goals]]. In [[Multiplayer Games]], this is expanded with the reasons of promoting [[Team Play]] and [[Social Organizations]] (as the division of labor is one characteristic of civilizations). [[Asymmetric Abilities]] can either be explicit or implicit in games.",
|
| 10 |
+
"The creation of explicit [[Asymmetric Abilities]] is done by designing [[Privileged Abilities]], for example, how [[Fog of War]] affects vision or what [[Communication Channels]] are available, but the primary design choices lie in whether to create the asymmetry on a [[Unit]] or player level and how to achieve [[Player Balance]]. Choosing asymmetry on the [[Unit]] level makes symmetry possible on the player level and thereby aids in avoiding potential balancing problems. Asymmetry on the player level gives different gameplay experiences for the players but may require rules for determining who plays what role.",
|
| 11 |
+
"Implicit [[Asymmetric Abilities]] are not enforced by the game system but depend on either [[Asymmetric Information]] or different levels of [[Game Mastery]] between players. The former can be intentionally made part of a game design while the latter is more difficult, at least requiring [[Trans-Game Information]] as a source of how good players are.",
|
| 12 |
+
"Ways of balancing [[Asymmetric Abilities]] include having [[Paper-Rock-Scissors]] relations between the abilities, shifting the abilities every turn in [[Turn-Based Games]], or playing [[Tournaments]] where every combination of players and abilities are played. When a game has been play tested extensively, [[Handicap]] can be given as a [[Balancing Effect]]."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"[[Asymmetric Abilities]] are a consequence of [[Privileged Abilities]]. The presence of [[Asymmetric Abilities]] modulates the [[Right Level of Complexity]] by increasing it unless the asymmetry is temporary. When the asymmetry can be alleviated by the completion of [[Gain Competence]] goals, this gives rise to [[Red Queen Dilemmas]].",
|
| 16 |
+
"Games may contain [[Asymmetric Abilities]] on a [[Unit]] level without having it between players by having the same setup of [[Units]] between players. This is the typical case in games combining [[Symmetry]] and [[Orthogonal Unit Differentiation]] such as Chess or Stratego.",
|
| 17 |
+
"In the same fashion as with [[Units]], games may have [[Asymmetric Abilities]] between players within a team. This encourages [[Team Play]] to make the most efficient use of possible actions and often requires [[Constructive Play]] in the form of [[Negotiation]] to perform [[Collaborative Actions]]. However, the development of [[Asymmetric Abilities]] of one team compared to another team may be a more relevant way of measuring [[Team Development]] in games with [[Team Play]].",
|
| 18 |
+
"Games with roles that have permanent [[Asymmetric Abilities]] and do not have [[Team Play]] can easily have problems with [[Player Balance]] unless they form [[Paper-Rock-Scissors]] power relations. However, they do give players a [[Freedom of Choice]] between the roles and varying between these roles gives [[Varied Gameplay]] between game sessions and promotes [[Replayability]]."
|
| 19 |
],
|
| 20 |
+
"relations": {
|
| 21 |
"Instantiates": [
|
| 22 |
"Gain Competence",
|
| 23 |
"Collaborative Actions",
|
|
|
|
| 63 |
"label": "8. Actions and Events Patterns",
|
| 64 |
"pattern_links": [
|
| 65 |
{
|
| 66 |
+
"name": "Fog of War",
|
| 67 |
+
"file": "FogofWar"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 68 |
},
|
| 69 |
{
|
| 70 |
"name": "Symmetry",
|
| 71 |
"file": "Symmetry"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Social Organizations",
|
| 75 |
+
"file": "SocialOrganizations"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Varied Gameplay",
|
| 79 |
+
"file": "VariedGameplay"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Privileged Abilities",
|
| 83 |
+
"file": "PrivilegedAbilities"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
+
"name": "Turn-Based Games",
|
| 87 |
+
"file": "Turn-BasedGames"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
"name": "Negotiation",
|
| 91 |
"file": "Negotiation"
|
| 92 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 93 |
{
|
| 94 |
"name": "Tournaments",
|
| 95 |
"file": "Tournaments"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
+
"name": "Game Mastery",
|
| 99 |
+
"file": "GameMastery"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 100 |
},
|
| 101 |
{
|
| 102 |
+
"name": "Communication Channels",
|
| 103 |
+
"file": "CommunicationChannels"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
+
"name": "Asymmetric Information",
|
| 107 |
+
"file": "AsymmetricInformation"
|
| 108 |
},
|
| 109 |
{
|
| 110 |
+
"name": "Orthogonal Unit Differentiation",
|
| 111 |
+
"file": "OrthogonalUnitDifferentiation"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
+
"name": "Asymmetric Goals",
|
| 115 |
+
"file": "AsymmetricGoals"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
"name": "Team Development",
|
|
|
|
| 123 |
"file": "TeamPlay"
|
| 124 |
},
|
| 125 |
{
|
| 126 |
+
"name": "Player Balance",
|
| 127 |
+
"file": "PlayerBalance"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 128 |
},
|
| 129 |
{
|
| 130 |
+
"name": "Constructive Play",
|
| 131 |
+
"file": "ConstructivePlay"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
+
"name": "Paper-Rock-Scissors",
|
| 135 |
+
"file": "Paper-Rock-Scissors"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
"name": "Balancing Effects",
|
| 139 |
"file": "BalancingEffects"
|
| 140 |
},
|
| 141 |
{
|
| 142 |
+
"name": "Collaborative Actions",
|
| 143 |
+
"file": "CollaborativeActions"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
+
"name": "Gain Competence",
|
| 147 |
+
"file": "GainCompetence"
|
| 148 |
},
|
| 149 |
{
|
| 150 |
+
"name": "Freedom of Choice",
|
| 151 |
+
"file": "FreedomofChoice"
|
| 152 |
},
|
| 153 |
{
|
| 154 |
+
"name": "Asymmetric Abilities",
|
| 155 |
+
"file": "AsymmetricAbilities"
|
| 156 |
+
},
|
| 157 |
+
{
|
| 158 |
+
"name": "Replayability",
|
| 159 |
+
"file": "Replayability"
|
| 160 |
}
|
| 161 |
],
|
| 162 |
+
"pattern_id": "AsymmetricAbilities",
|
| 163 |
+
"playable_concept": "Not available yet",
|
| 164 |
+
"metadata": {
|
| 165 |
+
"version": "1.2",
|
| 166 |
+
"date_processed": "2025-04-24",
|
| 167 |
+
"source_file": "AsymmetricAbilities.htm",
|
| 168 |
+
"converter_version": "1.2"
|
| 169 |
+
}
|
| 170 |
}
|
AsymmetricGoals.json
CHANGED
|
@@ -2,20 +2,17 @@
|
|
| 2 |
"pattern_name": "Asymmetric Goals",
|
| 3 |
"description": "Players have structurally different goals requiring different tactics and actions.",
|
| 4 |
"content": [
|
| 5 |
-
"Some games have goals that belong to the same categories, for example winning conditions, but differ from each other by requiring players to have fundamentally different tactics and strategies in regard to what actions should be taken. These goals can be described as asymmetric and cannot be transformed into each other without changing the structure of the goal definitions. Thus, Asymmetric Goals cannot simply be expressed as different goals, for example \"gather all blue stones\" and \"gather all red stones,\" but require goal states defined by using different categories of actions and components."
|
| 6 |
-
"Example: In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.",
|
| 7 |
-
"Example: The collectable card game Illuminati: New World Order does have Symmetric Goals that all players have, but the game also allows individual players to have secret goal cards, which promote radically different goals, creating an additional set of Asymmetric Goals between the players.",
|
| 8 |
-
"Example: The board game Space Hulk provides players with many low-level Asymmetric Goals by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"Asymmetric Goals can be difficult to balance due to the lack of a simple symmetry; this can be mitigated by using Paper-Rock-Scissor relations between the goals or by implementing Role Reversal to exchange the goals between players as soon as one of the Asymmetric Goals has been reached. However, goals can also be qualitatively different and be supported by giving players Asymmetric Abilities that are suited for the goals they have.",
|
| 12 |
-
"Asymmetric Goals can be used to encourage players to form Dynamic Alliances if these goals cannot be completed without the help of the other players, for example by giving Asymmetric Abilities that do not fit the goals. Preventing Goals can be used to easily create Asymmetric Goals between players, for example by letting one player have the goal to Gain Ownership of a game element and letting another player have the goal to Guard the same game element."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Asymmetric Goals promote Replayability since players can have different goals for different game instances, requiring different strategies, skills, and actions. Further, if the Asymmetric Goals are part of Selectable Sets of Goals about which the other players have Imperfect Information, they also allow players to bluffabout their goals and tactics.",
|
| 16 |
-
"Asymmetric Goals naturally occur in games that have a large Freedom of Choice for players even if the main goals are Symmetric Goals."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
"Instantiates": [
|
| 20 |
"Replayability",
|
| 21 |
"Varied Gameplay"
|
|
@@ -45,73 +42,56 @@
|
|
| 45 |
"label": "12. Game Design Patterns for Goal Structures",
|
| 46 |
"pattern_links": [
|
| 47 |
{
|
| 48 |
-
"name": "
|
| 49 |
-
"file": "
|
| 50 |
-
},
|
| 51 |
-
{
|
| 52 |
-
"name": "Symmetric Goals",
|
| 53 |
-
"file": "SymmetricGoals"
|
| 54 |
-
},
|
| 55 |
-
{
|
| 56 |
-
"name": "Gain Ownership",
|
| 57 |
-
"file": "GainOwnership"
|
| 58 |
-
},
|
| 59 |
-
{
|
| 60 |
-
"name": "Asymmetric Abilities",
|
| 61 |
-
"file": "AsymmetricAbilities"
|
| 62 |
-
},
|
| 63 |
-
{
|
| 64 |
-
"name": "Competition",
|
| 65 |
-
"file": "Competition"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
-
"name": "
|
| 69 |
-
"file": "
|
| 70 |
},
|
| 71 |
{
|
| 72 |
-
"name": "
|
| 73 |
-
"file": "
|
| 74 |
},
|
| 75 |
{
|
| 76 |
-
"name": "
|
| 77 |
-
"file": "
|
| 78 |
},
|
| 79 |
{
|
| 80 |
"name": "Freedom of Choice",
|
| 81 |
"file": "FreedomofChoice"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
-
"name": "
|
| 85 |
-
"file": "
|
| 86 |
},
|
| 87 |
{
|
| 88 |
-
"name": "
|
| 89 |
-
"file": "
|
| 90 |
},
|
| 91 |
{
|
| 92 |
-
"name": "
|
| 93 |
-
"file": "
|
| 94 |
},
|
| 95 |
{
|
| 96 |
"name": "Player Balance",
|
| 97 |
"file": "PlayerBalance"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
-
"name": "
|
| 101 |
-
"file": "
|
| 102 |
-
},
|
| 103 |
-
{
|
| 104 |
-
"name": "Role Reversal",
|
| 105 |
-
"file": "RoleReversal"
|
| 106 |
-
},
|
| 107 |
-
{
|
| 108 |
-
"name": "Asymmetric Goals",
|
| 109 |
-
"file": "AsymmetricGoals"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
-
"name": "
|
| 113 |
-
"file": "
|
| 114 |
}
|
| 115 |
],
|
| 116 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 117 |
}
|
|
|
|
| 2 |
"pattern_name": "Asymmetric Goals",
|
| 3 |
"description": "Players have structurally different goals requiring different tactics and actions.",
|
| 4 |
"content": [
|
| 5 |
+
"Some games have goals that belong to the same categories, for example winning conditions, but differ from each other by requiring players to have fundamentally different tactics and strategies in regard to what actions should be taken. These goals can be described as asymmetric and cannot be transformed into each other without changing the structure of the goal definitions. Thus, [[Asymmetric Goals]] cannot simply be expressed as different goals, for example \"gather all blue stones\" and \"gather all red stones,\" but require goal states defined by using different categories of actions and components."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Asymmetric Goals]] can be difficult to balance due to the lack of a simple symmetry; this can be mitigated by using [[Paper-Rock-Scissor]] relations between the goals or by implementing [[Role Reversal]] to exchange the goals between players as soon as one of the [[Asymmetric Goals]] has been reached. However, goals can also be qualitatively different and be supported by giving players [[Asymmetric Abilities]] that are suited for the goals they have.",
|
| 9 |
+
"[[Asymmetric Goals]] can be used to encourage players to form [[Dynamic Alliances]] if these goals cannot be completed without the help of the other players, for example by giving [[Asymmetric Abilities]] that do not fit the goals. [[Preventing Goals]] can be used to easily create [[Asymmetric Goals]] between players, for example by letting one player have the goal to [[Gain Ownership]] of a game element and letting another player have the goal to [[Guard]] the same game element."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Asymmetric Goals]] promote [[Replayability]] since players can have different goals for different game instances, requiring different strategies, skills, and actions. Further, if the [[Asymmetric Goals]] are part of [[Selectable Sets of Goals]] about which the other players have [[Imperfect Information]], they also allow players to bluffabout their goals and tactics.",
|
| 13 |
+
"[[Asymmetric Goals]] naturally occur in games that have a large [[Freedom of Choice]] for players even if the main goals are [[Symmetric Goals]]."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Replayability",
|
| 18 |
"Varied Gameplay"
|
|
|
|
| 42 |
"label": "12. Game Design Patterns for Goal Structures",
|
| 43 |
"pattern_links": [
|
| 44 |
{
|
| 45 |
+
"name": "Preventing Goals",
|
| 46 |
+
"file": "PreventingGoals"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 47 |
},
|
| 48 |
{
|
| 49 |
+
"name": "Paper-Rock-Scissors",
|
| 50 |
+
"file": "Paper-Rock-Scissors"
|
| 51 |
},
|
| 52 |
{
|
| 53 |
+
"name": "Role Reversal",
|
| 54 |
+
"file": "RoleReversal"
|
| 55 |
},
|
| 56 |
{
|
| 57 |
+
"name": "Varied Gameplay",
|
| 58 |
+
"file": "VariedGameplay"
|
| 59 |
},
|
| 60 |
{
|
| 61 |
"name": "Freedom of Choice",
|
| 62 |
"file": "FreedomofChoice"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
+
"name": "Asymmetric Abilities",
|
| 66 |
+
"file": "AsymmetricAbilities"
|
| 67 |
},
|
| 68 |
{
|
| 69 |
+
"name": "Symmetric Goals",
|
| 70 |
+
"file": "SymmetricGoals"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
+
"name": "Asymmetric Goals",
|
| 74 |
+
"file": "AsymmetricGoals"
|
| 75 |
},
|
| 76 |
{
|
| 77 |
"name": "Player Balance",
|
| 78 |
"file": "PlayerBalance"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
+
"name": "Replayability",
|
| 82 |
+
"file": "Replayability"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 83 |
},
|
| 84 |
{
|
| 85 |
+
"name": "Competition",
|
| 86 |
+
"file": "Competition"
|
| 87 |
}
|
| 88 |
],
|
| 89 |
+
"pattern_id": "AsymmetricGoals",
|
| 90 |
+
"playable_concept": "Not available yet",
|
| 91 |
+
"metadata": {
|
| 92 |
+
"version": "1.2",
|
| 93 |
+
"date_processed": "2025-04-24",
|
| 94 |
+
"source_file": "AsymmetricGoals.htm",
|
| 95 |
+
"converter_version": "1.2"
|
| 96 |
+
}
|
| 97 |
}
|
AsymmetricInformation.json
CHANGED
|
@@ -3,20 +3,18 @@
|
|
| 3 |
"description": "Players have different information available to them, i.e., some players know more than other players",
|
| 4 |
"content": [
|
| 5 |
"Asymmetries of information are very widespread in all kinds of multiplayer games. The most common situation is that every player has private information that is hidden from the other players. This kind of private information is often related to ownership, for example, the player \"owns\" his card hand in Poker. This kind of private information, however, can also be used on game components where there is no sense of ownership, such as game events and specific locations.",
|
| 6 |
-
"Asymmetric Information does not have to be balanced between the players as in Poker and other card games with private information. One of the simplest examples of this kind of asymmetry is MasterMind, the classic family game by Pressman Toy Corp., where one of the players, the codemaker, sets up a secret code, which the other player tries to break. The codemaker has Perfect Information of the game state while the player trying to break the code has only access to the codemaker's clues given during gameplay. The same principle is used in popular quiz and guessing games, such as Alias, where one of the players knows the answer and the other players try to guess it from the clues provided by the player. These games are often based also
|
| 7 |
-
"Asymmetric Information can, like other information patterns, govern not only information available about game elements but also about other players' goals, abilities, and even end conditions and evaluation functions of the game."
|
| 8 |
-
"Example: In Pictionary, players take turns drawing pictures and the other player tries to guess the word or concept correctly without verbal communication from the player drawing. Alias uses the same principle, but the player tries to explain the word in other words and is forbidden to use the word itself or direct synonyms in the explanation.",
|
| 9 |
-
"Example: In Illuminati, it is possible that one player has hidden goals that the other players do not know. This forces the other players to try to guess the hidden goals from the player's actions."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"Asymmetric Information requires that at least one of the players has Imperfect Information about the game state. Common examples of this are Card Hands in card games. Another typical example of this can be when goals in the game are known to some of the players but are Unknown Goals to others. This is possible even for Predefined Goals, if the goals are randomly or secretly distributed to the individual players. Asymmetric Information can make Resources into Secret Resources, and as Card Hands show, this does not have to depend on information about where the Resource is physically but can also be about the information contained in the Resource.",
|
| 13 |
-
"Asymmetric Information can be combined with Symmetric Information in team-based games so that one whole team has the same information but the other team does not. This is, for example, found in online multiplayer first-person shooters where not only the positions of one's team may be shown but also the location of the traps the team has placed. Another way of using Asymmetric Information in team-based games is to provide the player chosen as team leader or strategist the overview of the whole situation, typically by some form of Game State Overview. The other team members have more specific information about their situation but not about the larger game state. These types of games require some kind communication at least between the team members and the team leader, be it normal conversation or by direct game actions.",
|
| 14 |
-
"The kinds of asymmetries where one player has access to more information than the others can lead to the use of Asymmetric Abilities to balance the gameplay. In these cases, information---or the means of gaining information other players cannot get themselves---is often designed as one of the Asymmetric Abilities available. Unless this is the case, players who have more information can make more informed choices during gameplay and can disrupt Player Balance. Asymmetric Information can be used for game components other than game elements, for example, using Asymmetric Information for player composition of Alliances leads to Secret Alliances."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"Asymmetric Information often leads to gameplay based on Bluffing, Betrayal, and guessing, features that quite well describe many of the card games based on unequal information distribution, such as Poker, as well as other games with Bidding and Negotiation. As it offers players advantages to know the tactics of other players, or know if they are trustworthy, the presence of Asymmetric Information gives natural rise to Gain Information goals."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Gain Information",
|
| 22 |
"Conceal",
|
|
@@ -49,48 +47,24 @@
|
|
| 49 |
"label": "7. Game Design Patterns for Information, Communication, and Presentation",
|
| 50 |
"pattern_links": [
|
| 51 |
{
|
| 52 |
-
"name": "
|
| 53 |
-
"file": "
|
| 54 |
-
},
|
| 55 |
-
{
|
| 56 |
-
"name": "Gain Information",
|
| 57 |
-
"file": "GainInformation"
|
| 58 |
-
},
|
| 59 |
-
{
|
| 60 |
-
"name": "Bluffing",
|
| 61 |
-
"file": "Bluffing"
|
| 62 |
-
},
|
| 63 |
-
{
|
| 64 |
-
"name": "Betrayal",
|
| 65 |
-
"file": "Betrayal"
|
| 66 |
-
},
|
| 67 |
-
{
|
| 68 |
-
"name": "Alliances",
|
| 69 |
-
"file": "Alliances"
|
| 70 |
-
},
|
| 71 |
-
{
|
| 72 |
-
"name": "Player Balance",
|
| 73 |
-
"file": "PlayerBalance"
|
| 74 |
-
},
|
| 75 |
-
{
|
| 76 |
-
"name": "Resource",
|
| 77 |
-
"file": "Resources"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
"name": "Predefined Goals",
|
| 81 |
"file": "PredefinedGoals"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
-
"name": "
|
| 85 |
-
"file": "
|
| 86 |
},
|
| 87 |
{
|
| 88 |
-
"name": "
|
| 89 |
-
"file": "
|
| 90 |
},
|
| 91 |
{
|
| 92 |
-
"name": "
|
| 93 |
-
"file": "
|
| 94 |
},
|
| 95 |
{
|
| 96 |
"name": "Bidding",
|
|
@@ -101,41 +75,36 @@
|
|
| 101 |
"file": "CardHands"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
-
"name": "
|
| 105 |
-
"file": "
|
| 106 |
},
|
| 107 |
{
|
| 108 |
-
"name": "
|
| 109 |
-
"file": "
|
| 110 |
},
|
| 111 |
{
|
| 112 |
"name": "Conceal",
|
| 113 |
"file": "Conceal"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
-
"name": "
|
| 117 |
-
"file": "
|
| 118 |
-
},
|
| 119 |
-
{
|
| 120 |
-
"name": "Resources",
|
| 121 |
-
"file": "Resources"
|
| 122 |
-
},
|
| 123 |
-
{
|
| 124 |
-
"name": "Symmetric Information",
|
| 125 |
-
"file": "SymmetricInformation"
|
| 126 |
-
},
|
| 127 |
-
{
|
| 128 |
-
"name": "Perfect Information",
|
| 129 |
-
"file": "PerfectInformation"
|
| 130 |
-
},
|
| 131 |
-
{
|
| 132 |
-
"name": "Indirect Information",
|
| 133 |
-
"file": "IndirectInformation"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
"name": "Secret Alliances",
|
| 137 |
"file": "SecretAlliances"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 138 |
}
|
| 139 |
],
|
| 140 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 141 |
}
|
|
|
|
| 3 |
"description": "Players have different information available to them, i.e., some players know more than other players",
|
| 4 |
"content": [
|
| 5 |
"Asymmetries of information are very widespread in all kinds of multiplayer games. The most common situation is that every player has private information that is hidden from the other players. This kind of private information is often related to ownership, for example, the player \"owns\" his card hand in Poker. This kind of private information, however, can also be used on game components where there is no sense of ownership, such as game events and specific locations.",
|
| 6 |
+
"[[Asymmetric Information]] does not have to be balanced between the players as in Poker and other card games with private information. One of the simplest examples of this kind of asymmetry is MasterMind, the classic family game by Pressman Toy Corp., where one of the players, the codemaker, sets up a secret code, which the other player tries to break. The codemaker has [[Perfect Information]] of the game state while the player trying to break the code has only access to the codemaker's clues given during gameplay. The same principle is used in popular quiz and guessing games, such as Alias, where one of the players knows the answer and the other players try to guess it from the clues provided by the player. These games are often based also on[[Indirect Information]] in such a way that the player cannot reveal the information directly but has to apply some other means of communication.",
|
| 7 |
+
"[[Asymmetric Information]] can, like other information patterns, govern not only information available about game elements but also about other players' goals, abilities, and even end conditions and evaluation functions of the game."
|
|
|
|
|
|
|
| 8 |
],
|
| 9 |
+
"using_the_pattern": [
|
| 10 |
+
"[[Asymmetric Information]] requires that at least one of the players has [[Imperfect Information]] about the game state. Common examples of this are [[Card Hands]] in card games. Another typical example of this can be when goals in the game are known to some of the players but are [[Unknown Goals]] to others. This is possible even for [[Predefined Goals]], if the goals are randomly or secretly distributed to the individual players. [[Asymmetric Information]] can make [[Resources]] into [[Secret Resources]], and as [[Card Hands]] show, this does not have to depend on information about where the [[Resource]] is physically but can also be about the information contained in the [[Resource]].",
|
| 11 |
+
"[[Asymmetric Information]] can be combined with [[Symmetric Information]] in team-based games so that one whole team has the same information but the other team does not. This is, for example, found in online multiplayer first-person shooters where not only the positions of one's team may be shown but also the location of the traps the team has placed. Another way of using [[Asymmetric Information]] in team-based games is to provide the player chosen as team leader or strategist the overview of the whole situation, typically by some form of [[Game State Overview]]. The other team members have more specific information about their situation but not about the larger game state. These types of games require some kind communication at least between the team members and the team leader, be it normal conversation or by direct game actions.",
|
| 12 |
+
"The kinds of asymmetries where one player has access to more information than the others can lead to the use of [[Asymmetric Abilities]] to balance the gameplay. In these cases, information---or the means of gaining information other players cannot get themselves---is often designed as one of the [[Asymmetric Abilities]] available. Unless this is the case, players who have more information can make more informed choices during gameplay and can disrupt [[Player Balance]]. [[Asymmetric Information]] can be used for game components other than game elements, for example, using [[Asymmetric Information]] for player composition of [[Alliances]] leads to [[Secret Alliances]]."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"[[Asymmetric Information]] often leads to gameplay based on [[Bluffing]], [[Betrayal]], and guessing, features that quite well describe many of the card games based on unequal information distribution, such as Poker, as well as other games with [[Bidding]] and [[Negotiation]]. As it offers players advantages to know the tactics of other players, or know if they are trustworthy, the presence of [[Asymmetric Information]] gives natural rise to [[Gain Information]] goals."
|
| 16 |
],
|
| 17 |
+
"relations": {
|
| 18 |
"Instantiates": [
|
| 19 |
"Gain Information",
|
| 20 |
"Conceal",
|
|
|
|
| 47 |
"label": "7. Game Design Patterns for Information, Communication, and Presentation",
|
| 48 |
"pattern_links": [
|
| 49 |
{
|
| 50 |
+
"name": "Negotiation",
|
| 51 |
+
"file": "Negotiation"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 52 |
},
|
| 53 |
{
|
| 54 |
"name": "Predefined Goals",
|
| 55 |
"file": "PredefinedGoals"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Secret Resources",
|
| 59 |
+
"file": "SecretResources"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Gain Information",
|
| 63 |
+
"file": "GainInformation"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Perfect Information",
|
| 67 |
+
"file": "PerfectInformation"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
"name": "Bidding",
|
|
|
|
| 75 |
"file": "CardHands"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Betrayal",
|
| 79 |
+
"file": "Betrayal"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Asymmetric Abilities",
|
| 83 |
+
"file": "AsymmetricAbilities"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
"name": "Conceal",
|
| 87 |
"file": "Conceal"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Bluffing",
|
| 91 |
+
"file": "Bluffing"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 92 |
},
|
| 93 |
{
|
| 94 |
"name": "Secret Alliances",
|
| 95 |
"file": "SecretAlliances"
|
| 96 |
+
},
|
| 97 |
+
{
|
| 98 |
+
"name": "Unknown Goals",
|
| 99 |
+
"file": "UnknownGoals"
|
| 100 |
}
|
| 101 |
],
|
| 102 |
+
"pattern_id": "AsymmetricInformation",
|
| 103 |
+
"playable_concept": "Not available yet",
|
| 104 |
+
"metadata": {
|
| 105 |
+
"version": "1.2",
|
| 106 |
+
"date_processed": "2025-04-24",
|
| 107 |
+
"source_file": "AsymmetricInformation.htm",
|
| 108 |
+
"converter_version": "1.2"
|
| 109 |
+
}
|
| 110 |
}
|
AsymmetricResourceDistribution.json
CHANGED
|
@@ -2,21 +2,18 @@
|
|
| 2 |
"pattern_name": "Asymmetric Resource Distribution",
|
| 3 |
"description": "The resources are distributed asymmetrically among the players, that is, the players have different access and ownership rights to different kinds of resources during the game.",
|
| 4 |
"content": [
|
| 5 |
-
"The resource distribution can be asymmetric both at the start of the game and during the gameplay in resource generation phases or locations. It is also possible to have Asymmetric Resource Distribution in a single-player game. In this case the distribution is usually asymmetric in relation to the time the game has been played and often involves luck."
|
| 6 |
-
"Example: in Settlers of Catan the basic resource generation is asymmetric as there is luck involved in who will get resources during the resource generation phase and also what kind of resources. This asymmetry leads to the need of trading between the players in a specific trading phase.",
|
| 7 |
-
"Example: the business model of Magic: The Gathering is based on the Asymmetric Resource Distribution of the cards found in booster packs. This has created a strong community of players who collect and trade these cards.",
|
| 8 |
-
"Example: Pok�mon has at least two layers of Asymmetric Resource Distribution: within the single player game there are \"rare\" Pok�mons that are difficult to find, and the game itself has several variants where the initial Pok�mon selections are different. As with Magic: The Gathering these factors create stronger incentives for playing the game itself for a longer time and also to get in contact with other players who might have different experiences and different Pok�mons available."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"One of the simplest cases of using Asymmetric Resource Distribution is to use Randomness to determine the starting resources available to the players. Even in this case the Player Balance has to be taken into account and the distribution function has to be properly balanced. Otherwise some of the players might lose their Perceived Chance to Succeed. Some games also use predefined Asymmetric Resource Distributions for the starting resources to create some Varied Gameplay and to use it as a Balancing Effect. The resources produced during the gameplay also have to be also balanced while maintaining the asymmetry of the distribution.",
|
| 12 |
-
"One common way to create Varied Gameplay and a stronger commitment to play the game is to introduce Partial Reinforcement together with Asymmetric Resource Distribution. This is used in games where the items and resources are generated somewhat randomly but where different kinds of resources have different rarity levels. The possibility of getting a rare card in the next booster pack of Magic: The Gathering is a strong incentive for getting that next booster pack and the possibility of finding that rare Pok�mon during the next exploration round of the nearby forests keeps the players playing the game."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Asymmetric Resource Distribution introduces inequalities between players and thereby ruins the Symmetry in games. Using Asymmetric Resource Distribution in a game may hurt Player Balance both in Multiplayer Games and Single-Player Games as some of the players might, in the worst case scenario, end up having all the wrong resources. However, players and Dedicated Game Facilitators may use self-imposed Asymmetric Resource Distribution at the beginning of a game session to provide Handicaps. In games with Player-Decided Distribution of Rewards & Penalties the outcome is likely to be an Asymmetric Resource Distribution whenever players are unequal in powers, and can thereby increase the already existing imbalances in power between players.",
|
| 16 |
-
"Asymmetric Resource Distribution among the players can be used to create a need for Social Interaction, especially in a form of Trading. The players, of course, should have the possibility for doing Trading, for example by introducing a specific trading phase in the game. There also has to be a game state related need for doing the Trading.",
|
| 17 |
-
"Asymmetric Resource Distribution can be used to create Varied Gameplay even in Single-player Games as both the initial Resources and those created during the game can, for example, be generated using Randomness with different weights for more rare items and resources. For example, in Nethack the starting items of the characters are created through Randomness to some extent and the items and treasures, as well as the dungeons themselves, can vary immensely from one game to another."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Handicaps",
|
| 22 |
"Varied Gameplay"
|
|
@@ -52,85 +49,80 @@
|
|
| 52 |
"label": "6. Game Design Patterns for Resource and Resource Management",
|
| 53 |
"pattern_links": [
|
| 54 |
{
|
| 55 |
-
"name": "
|
| 56 |
-
"file": "
|
| 57 |
},
|
| 58 |
{
|
| 59 |
-
"name": "
|
| 60 |
-
"file": "
|
| 61 |
},
|
| 62 |
{
|
| 63 |
-
"name": "
|
| 64 |
-
"file": "
|
| 65 |
},
|
| 66 |
{
|
| 67 |
-
"name": "
|
| 68 |
-
"file": "
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
-
"file": "
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
},
|
| 90 |
{
|
| 91 |
-
"name": "
|
| 92 |
-
"file": "
|
| 93 |
},
|
| 94 |
{
|
| 95 |
-
"name": "
|
| 96 |
-
"file": "
|
| 97 |
},
|
| 98 |
{
|
| 99 |
"name": "Multiplayer Games",
|
| 100 |
"file": "MultiplayerGames"
|
| 101 |
},
|
| 102 |
-
{
|
| 103 |
-
"name": "Asymmetric Resource Distribution",
|
| 104 |
-
"file": "AsymmetricResourceDistribution"
|
| 105 |
-
},
|
| 106 |
{
|
| 107 |
"name": "Handicaps",
|
| 108 |
"file": "Handicaps"
|
| 109 |
},
|
| 110 |
{
|
| 111 |
-
"name": "
|
| 112 |
-
"file": "
|
| 113 |
-
},
|
| 114 |
-
{
|
| 115 |
-
"name": "Ownership",
|
| 116 |
-
"file": "Ownership"
|
| 117 |
-
},
|
| 118 |
-
{
|
| 119 |
-
"name": "Social Interaction",
|
| 120 |
-
"file": "SocialInteraction"
|
| 121 |
},
|
| 122 |
{
|
| 123 |
-
"name": "
|
| 124 |
-
"file": "
|
| 125 |
},
|
| 126 |
{
|
| 127 |
-
"name": "
|
| 128 |
-
"file": "
|
| 129 |
},
|
| 130 |
{
|
| 131 |
-
"name": "
|
| 132 |
-
"file": "
|
| 133 |
}
|
| 134 |
],
|
| 135 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 136 |
}
|
|
|
|
| 2 |
"pattern_name": "Asymmetric Resource Distribution",
|
| 3 |
"description": "The resources are distributed asymmetrically among the players, that is, the players have different access and ownership rights to different kinds of resources during the game.",
|
| 4 |
"content": [
|
| 5 |
+
"The resource distribution can be asymmetric both at the start of the game and during the gameplay in resource generation phases or locations. It is also possible to have [[Asymmetric Resource Distribution]] in a single-player game. In this case the distribution is usually asymmetric in relation to the time the game has been played and often involves luck."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"One of the simplest cases of using [[Asymmetric Resource Distribution]] is to use [[Randomness]] to determine the starting resources available to the players. Even in this case the [[Player Balance]] has to be taken into account and the distribution function has to be properly balanced. Otherwise some of the players might lose their [[Perceived Chance to Succeed]]. Some games also use predefined [[Asymmetric Resource Distributions]] for the starting resources to create some [[Varied Gameplay]] and to use it as a [[Balancing Effect]]. The resources produced during the gameplay also have to be also balanced while maintaining the asymmetry of the distribution.",
|
| 9 |
+
"One common way to create [[Varied Gameplay]] and a stronger commitment to play the game is to introduce Partial Reinforcement together with [[Asymmetric Resource Distribution]]. This is used in games where the items and resources are generated somewhat randomly but where different kinds of resources have different rarity levels. The possibility of getting a rare card in the next booster pack of Magic: The Gathering is a strong incentive for getting that next booster pack and the possibility of finding that rare Pok�mon during the next exploration round of the nearby forests keeps the players playing the game."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Asymmetric Resource Distribution]] introduces inequalities between players and thereby ruins the [[Symmetry]] in games. Using [[Asymmetric Resource Distribution]] in a game may hurt [[Player Balance]] both in [[Multiplayer Games]] and [[Single-Player Games]] as some of the players might, in the worst case scenario, end up having all the wrong resources. However, players and [[Dedicated Game Facilitators]] may use self-imposed [[Asymmetric Resource Distribution]] at the beginning of a game session to provide [[Handicaps]]. In games with [[Player-Decided Distribution of Rewards & Penalties]] the outcome is likely to be an [[Asymmetric Resource Distribution]] whenever players are unequal in powers, and can thereby increase the already existing imbalances in power between players.",
|
| 13 |
+
"[[Asymmetric Resource Distribution]] among the players can be used to create a need for [[Social Interaction]], especially in a form of [[Trading]]. The players, of course, should have the possibility for doing [[Trading]], for example by introducing a specific trading phase in the game. There also has to be a game state related need for doing the [[Trading]].",
|
| 14 |
+
"[[Asymmetric Resource Distribution]] can be used to create [[Varied Gameplay]] even in Single-player Games as both the initial [[Resources]] and those created during the game can, for example, be generated using [[Randomness]] with different weights for more rare items and resources. For example, in Nethack the starting items of the characters are created through [[Randomness]] to some extent and the items and treasures, as well as the dungeons themselves, can vary immensely from one game to another."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Handicaps",
|
| 19 |
"Varied Gameplay"
|
|
|
|
| 49 |
"label": "6. Game Design Patterns for Resource and Resource Management",
|
| 50 |
"pattern_links": [
|
| 51 |
{
|
| 52 |
+
"name": "Player Balance",
|
| 53 |
+
"file": "PlayerBalance"
|
| 54 |
},
|
| 55 |
{
|
| 56 |
+
"name": "Resources",
|
| 57 |
+
"file": "Resources"
|
| 58 |
},
|
| 59 |
{
|
| 60 |
+
"name": "Varied Gameplay",
|
| 61 |
+
"file": "VariedGameplay"
|
| 62 |
},
|
| 63 |
{
|
| 64 |
+
"name": "Trading",
|
| 65 |
+
"file": "Trading"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
+
"name": "Ownership",
|
| 69 |
+
"file": "Ownership"
|
| 70 |
},
|
| 71 |
{
|
| 72 |
+
"name": "Social Interaction",
|
| 73 |
+
"file": "SocialInteraction"
|
| 74 |
},
|
| 75 |
{
|
| 76 |
+
"name": "Single-Player Games",
|
| 77 |
+
"file": "Single-PlayerGames"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
+
"name": "Symmetry",
|
| 81 |
+
"file": "Symmetry"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
+
"name": "Randomness",
|
| 85 |
+
"file": "Randomness"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Mutual Goals",
|
| 89 |
+
"file": "MutualGoals"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Symmetric Resource Distribution",
|
| 93 |
+
"file": "SymmetricResourceDistribution"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
"name": "Multiplayer Games",
|
| 97 |
"file": "MultiplayerGames"
|
| 98 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 99 |
{
|
| 100 |
"name": "Handicaps",
|
| 101 |
"file": "Handicaps"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
+
"name": "Renewable Resources",
|
| 105 |
+
"file": "RenewableResources"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 106 |
},
|
| 107 |
{
|
| 108 |
+
"name": "Asymmetric Resource Distribution",
|
| 109 |
+
"file": "AsymmetricResourceDistribution"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Perceived Chance to Succeed",
|
| 113 |
+
"file": "PerceivedChancetoSucceed"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 117 |
+
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 118 |
}
|
| 119 |
],
|
| 120 |
+
"pattern_id": "AsymmetricResourceDistribution",
|
| 121 |
+
"playable_concept": "Not available yet",
|
| 122 |
+
"metadata": {
|
| 123 |
+
"version": "1.2",
|
| 124 |
+
"date_processed": "2025-04-24",
|
| 125 |
+
"source_file": "AsymmetricResourceDistribution.htm",
|
| 126 |
+
"converter_version": "1.2"
|
| 127 |
+
}
|
| 128 |
}
|
AsynchronousGames.json
CHANGED
|
@@ -2,19 +2,17 @@
|
|
| 2 |
"pattern_name": "Asynchronous Games",
|
| 3 |
"description": "Games where the players game and play sessions do not necessarily overlap in time.",
|
| 4 |
"content": [
|
| 5 |
-
"The players in these games can start playing the game regardless of the other players and also choose when they want to have their play sessions."
|
| 6 |
-
"Example: MMORPGs can have thousands of players in a single game instance. The players can join and leave the game whenever they want, and particular players do not have to play the game simultaneously, although there almost always are some other players playing at the same time.",
|
| 7 |
-
"Example: The players do not often play the game at the same time in play-by-mail games, even though in many cases their game sessions are the same. Some massively multiplayer play-by-mail games, such as Quest from KJC Games, share the characteristics of MMORPGs in that the players' game sessions do not have to overlap."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"Real-Time Games,Tick-Based Games, and Turn-Based Games are all suitable for Asynchronous Games, although the play session structure has to be designed differently for each case. Real-Time Games, such as existing MMORPGs, allow the players to choose when they wish to log in to the game and have real-time play sessions. Tick-Based Games place a certain time pressure on the players, as they usually have to execute their actions within a given Time Limit or lose their chance to influence the game state. Depending on the duration of a single tick, these games share characteristics from both Real-Time Games and Turn-Based Games.",
|
| 11 |
-
"One way to add some of the features of Asynchronous Games to Single-Player Games is to store a record of a single player's performance in a particular game instance, thus allowing other players to compete against the Ghosts of that player's experience.",
|
| 12 |
-
"All Asynchronous Games require some form of Communication Channel to make it possible for the players to affect the game state and, in some cases, communicate with one another. The use of Public Information is restricted by Asynchronous Games; information that can be revealed in Synchronous Games to Spectators because players do not have sufficient time to process the information can become sensitive in Asynchronous Games."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Game instances of Asynchronous Games typically have quite long lifetimes. The players have, to some extent, Freedom of Choice as to when they wish to play the game and to which extent they want to influence the progress in the game. These games almost universally require the use of Dedicated Game Facilitators to maintain the game state within a Persistent Game World. The main exceptions are games where Ghosts are used, although it can be argued that Ghosts are persistent parts of the Game World over different players' game sessions. The players can scatter their play sessions over a long period of time, in one sense, meaning that there is Downtime between the sessions. Asynchronous Games, however, are constructed in such way that Downtime between the play sessions is not necessarily perceived as such by the players, as they do not have to intentionally wait for the other players to perform their actions."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
"Instantiates": [
|
| 19 |
"Downtime"
|
| 20 |
],
|
|
@@ -43,15 +41,11 @@
|
|
| 43 |
"label": "13. Game Design Patterns for Game Sessions",
|
| 44 |
"pattern_links": [
|
| 45 |
{
|
| 46 |
-
"name": "
|
| 47 |
-
"file": "
|
| 48 |
-
},
|
| 49 |
-
{
|
| 50 |
-
"name": "Time Limit",
|
| 51 |
-
"file": "TimeLimits"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
-
"name": "Persistent Game
|
| 55 |
"file": "PersistentGameWorlds"
|
| 56 |
},
|
| 57 |
{
|
|
@@ -59,24 +53,12 @@
|
|
| 59 |
"file": "CommunicationChannels"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
-
"name": "
|
| 63 |
-
"file": "
|
| 64 |
-
},
|
| 65 |
-
{
|
| 66 |
-
"name": "Spectators",
|
| 67 |
-
"file": "Spectators"
|
| 68 |
-
},
|
| 69 |
-
{
|
| 70 |
-
"name": "Ghosts",
|
| 71 |
-
"file": "Ghosts"
|
| 72 |
-
},
|
| 73 |
-
{
|
| 74 |
-
"name": "Communication Channel",
|
| 75 |
-
"file": "CommunicationChannels"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
-
"name": "
|
| 79 |
-
"file": "
|
| 80 |
},
|
| 81 |
{
|
| 82 |
"name": "Real-Time Games",
|
|
@@ -86,22 +68,6 @@
|
|
| 86 |
"name": "Public Information",
|
| 87 |
"file": "PublicInformation"
|
| 88 |
},
|
| 89 |
-
{
|
| 90 |
-
"name": "Single-Player Games",
|
| 91 |
-
"file": "Single-PlayerGames"
|
| 92 |
-
},
|
| 93 |
-
{
|
| 94 |
-
"name": "Freedom of Choice",
|
| 95 |
-
"file": "FreedomofChoice"
|
| 96 |
-
},
|
| 97 |
-
{
|
| 98 |
-
"name": "Dedicated Game Facilitators",
|
| 99 |
-
"file": "DedicatedGameFacilitators"
|
| 100 |
-
},
|
| 101 |
-
{
|
| 102 |
-
"name": "Game World",
|
| 103 |
-
"file": "GameWorld"
|
| 104 |
-
},
|
| 105 |
{
|
| 106 |
"name": "Downtime",
|
| 107 |
"file": "Downtime"
|
|
@@ -111,9 +77,16 @@
|
|
| 111 |
"file": "Turn-BasedGames"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
}
|
| 117 |
],
|
| 118 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 119 |
}
|
|
|
|
| 2 |
"pattern_name": "Asynchronous Games",
|
| 3 |
"description": "Games where the players game and play sessions do not necessarily overlap in time.",
|
| 4 |
"content": [
|
| 5 |
+
"The players in these games can start playing the game regardless of the other players and also choose when they want to have their play sessions."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Real-Time Games]],[[Tick-Based Games]], and [[Turn-Based Games]] are all suitable for [[Asynchronous Games]], although the play session structure has to be designed differently for each case. [[Real-Time Games]], such as existing MMORPGs, allow the players to choose when they wish to log in to the game and have real-time play sessions. [[Tick-Based Games]] place a certain time pressure on the players, as they usually have to execute their actions within a given [[Time Limit]] or lose their chance to influence the game state. Depending on the duration of a single tick, these games share characteristics from both [[Real-Time Games]] and [[Turn-Based Games]].",
|
| 9 |
+
"One way to add some of the features of [[Asynchronous Games]] to [[Single-Player Games]] is to store a record of a single player's performance in a particular game instance, thus allowing other players to compete against the [[Ghosts]] of that player's experience.",
|
| 10 |
+
"All [[Asynchronous Games]] require some form of [[Communication Channel]] to make it possible for the players to affect the game state and, in some cases, communicate with one another. The use of [[Public Information]] is restricted by [[Asynchronous Games]]; information that can be revealed in [[Synchronous Games]] to [[Spectators]] because players do not have sufficient time to process the information can become sensitive in [[Asynchronous Games]]."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"Game instances of [[Asynchronous Games]] typically have quite long lifetimes. The players have, to some extent, [[Freedom of Choice]] as to when they wish to play the game and to which extent they want to influence the progress in the game. These games almost universally require the use of [[Dedicated Game Facilitators]] to maintain the game state within a [[Persistent Game World]]. The main exceptions are games where [[Ghosts]] are used, although it can be argued that [[Ghosts]] are persistent parts of the [[Game World]] over different players' game sessions. The players can scatter their play sessions over a long period of time, in one sense, meaning that there is [[Downtime]] between the sessions. [[Asynchronous Games]], however, are constructed in such way that [[Downtime]] between the play sessions is not necessarily perceived as such by the players, as they do not have to intentionally wait for the other players to perform their actions."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Downtime"
|
| 18 |
],
|
|
|
|
| 41 |
"label": "13. Game Design Patterns for Game Sessions",
|
| 42 |
"pattern_links": [
|
| 43 |
{
|
| 44 |
+
"name": "Ghosts",
|
| 45 |
+
"file": "Ghosts"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 46 |
},
|
| 47 |
{
|
| 48 |
+
"name": "Persistent Game Worlds",
|
| 49 |
"file": "PersistentGameWorlds"
|
| 50 |
},
|
| 51 |
{
|
|
|
|
| 53 |
"file": "CommunicationChannels"
|
| 54 |
},
|
| 55 |
{
|
| 56 |
+
"name": "Freedom of Choice",
|
| 57 |
+
"file": "FreedomofChoice"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 58 |
},
|
| 59 |
{
|
| 60 |
+
"name": "Tick-Based Games",
|
| 61 |
+
"file": "Tick-BasedGames"
|
| 62 |
},
|
| 63 |
{
|
| 64 |
"name": "Real-Time Games",
|
|
|
|
| 68 |
"name": "Public Information",
|
| 69 |
"file": "PublicInformation"
|
| 70 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 71 |
{
|
| 72 |
"name": "Downtime",
|
| 73 |
"file": "Downtime"
|
|
|
|
| 77 |
"file": "Turn-BasedGames"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
+
"name": "Dedicated Game Facilitators",
|
| 81 |
+
"file": "DedicatedGameFacilitators"
|
| 82 |
}
|
| 83 |
],
|
| 84 |
+
"pattern_id": "AsynchronousGames",
|
| 85 |
+
"playable_concept": "Not available yet",
|
| 86 |
+
"metadata": {
|
| 87 |
+
"version": "1.2",
|
| 88 |
+
"date_processed": "2025-04-24",
|
| 89 |
+
"source_file": "AsynchronousGames.htm",
|
| 90 |
+
"converter_version": "1.2"
|
| 91 |
+
}
|
| 92 |
}
|
AttentionSwapping.json
CHANGED
|
@@ -2,23 +2,20 @@
|
|
| 2 |
"pattern_name": "Attention Swapping",
|
| 3 |
"description": "Players have to move their attention between different parts of the game.",
|
| 4 |
"content": [
|
| 5 |
-
"Many games have several different goals or goals that are so difficult to complete that they have to be divided into several different goals that have to be completed in parallel. In these kinds of games, the players must move between different goals and activities, performing Attention Swapping, in order to succeed in the game."
|
| 6 |
-
"Example: Missile Command where players have to switch their attention between which cities they wish to defend.",
|
| 7 |
-
"Example: Arcadia by gameLab allows players to play four small games inspired by videogames from the 1980s, all simultaneously. Each game is simple, but the real challenge lies in being aware of which game one has to be focus on.",
|
| 8 |
-
"Example: In Go the opening game is based around play in the four corners of the board which each can be considered semi-independent areas. Moving game play from one corner to another is a simple way for more experienced players to challenge novice players since these have much greater difficult with the Attention Swapping between the parts of the board."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"Attention Swapping is closely related to the Right Level of Difficulty and Right Level of Complexity of a game. Complex games by their nature require Attention Swapping to a certain degree, so complexity can be used to create the need for Attention Swapping as well as how much is needed, for example having to take into account several other vehicles when Maneuvering. As the swapping adds an extra challenge in itself beyond the challenge of the activities swapped between, its presences can modulate Right Level of Difficulty in an additional way besides the difficulty of the activities themselves. The difficulty of the Attention Swapping can be decreased by supporting a Game State Overview, to the degree where the switching between activities does not need to be perceived as moving one's attention between different activities.",
|
| 12 |
-
"Requiring players to do Attention Swapping can be done in two main ways. The first is possible only in Real-Time Games and requires players to perform multitasking either by controlling several independent Units or by having to observe several different activities in the Game World, or both. The second consists of having sufficiently complex game state without an adequate Game State Overview so that a player cannot know all the currently important factors. This forces the player to create Reconnaissance goals or, for games with a God Views, explicitly limit what part of the game state he is focusing on, which can be seen as a form of Stimulated Planning.",
|
| 13 |
-
"Attention Swapping can be between goals or between actions. Making players have to switch between which goals they are focusing requires the presences of several goals that can be strived for simultaneously and that the possibilities to succeed with the goals, or the value of their Rewards and Penalties, change with the game state. The later requirement is usually a natural course of Conflict or the effect of a goals outcome for completing higher-level goals. For an example of where the value of a Reward changes, take the case where a player current has the two short-term goals in Chess of either capture a knight or a pawn in Chess, his or her attention may swap from the knight to the pawn if the opponent's movement makes it possible to check the king by taking the pawn.",
|
| 14 |
-
"Swapping between actions can be required either because doing nothing, i. e. a No-Op action, against events in the game would lead to receiving Penalties or missing Rewards, or because letting ongoing activities fail would do so. This swapping can be further complicated if the swapping also requires swapping Focus Loci. Forcing players to start performing activities, typically to start using a Unit, can be achieved by the presence of Conflict or effects of The Show Must Go On. For activities to be ongoing and be able to fail, they need to be both Extended Actions and Interruptible Actions. All these kinds of requirements can be found in Combat in Real-Time Games or trying to maintain or gain Area Control. A special form of switching between actions is when players have to switch between manipulating Book-Keeping Tokens and game elements that are part of the Game World.",
|
| 15 |
-
"Surprises naturally catch players' attention and can thereby be used to cause involuntary Attention Swapping."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
-
"Attention Swapping is required when players have Limited Foresight due to not being able to observe several parts of gameplay simultaneously. Trying to switch one's concentration between several different activities or Focus Loci requires that one also is actively trying to notice when one has to make this switch. This is a form of Resource Management of ones own attention which can require Cognitive Immersion and Tradeoffs to be made. As focusing on the wrong activity can cause failure, Attention Swapping promotes Tension. Disruption of Focused Attention events cause involuntary Attention Swapping and are commonly caused by Enemies during Combat.",
|
| 19 |
-
"Attention Swapping affects different forms of Immersion differently. Emotional Immersion is often affected negatively by Attention Swapping except when used for Surprises or to cause confusion. When the Attention Swapping is done by trying to Movement of Avatars or Units, the pattern supports Spatial Immersion, especially when First-Person Views are used. Attention Swapping promotes Cognitive Immersion in addition to modulating existing Cognitive Immersion, as players have to reevaluate their possibility to affect the game after moving their attention between different aspects of the game."
|
| 20 |
],
|
| 21 |
-
"
|
| 22 |
"Instantiates": [
|
| 23 |
"Reconnaissance",
|
| 24 |
"Tension",
|
|
@@ -77,169 +74,144 @@
|
|
| 77 |
"file": "TheShowMustGoOn"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
-
"name": "
|
| 81 |
-
"file": "
|
| 82 |
-
},
|
| 83 |
-
{
|
| 84 |
-
"name": "Spatial Immersion",
|
| 85 |
-
"file": "SpatialImmersion"
|
| 86 |
-
},
|
| 87 |
-
{
|
| 88 |
-
"name": "Parallel Lives",
|
| 89 |
-
"file": "ParallelLives"
|
| 90 |
-
},
|
| 91 |
-
{
|
| 92 |
-
"name": "Units",
|
| 93 |
-
"file": "Units"
|
| 94 |
-
},
|
| 95 |
-
{
|
| 96 |
-
"name": "First-Person Views",
|
| 97 |
-
"file": "First-PersonViews"
|
| 98 |
-
},
|
| 99 |
-
{
|
| 100 |
-
"name": "Disruption of Focused Attention",
|
| 101 |
-
"file": "DisruptionofFocusedAttention"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
-
"name": "
|
| 105 |
-
"file": "
|
| 106 |
},
|
| 107 |
{
|
| 108 |
"name": "Incompatible Goals",
|
| 109 |
"file": "IncompatibleGoals"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
-
"name": "
|
| 113 |
-
"file": "
|
| 114 |
},
|
| 115 |
{
|
| 116 |
-
"name": "
|
| 117 |
-
"file": "
|
| 118 |
},
|
| 119 |
{
|
| 120 |
-
"name": "
|
| 121 |
-
"file": "
|
| 122 |
},
|
| 123 |
{
|
| 124 |
-
"name": "
|
| 125 |
-
"file": "
|
| 126 |
},
|
| 127 |
{
|
| 128 |
-
"name": "
|
| 129 |
"file": "Units"
|
| 130 |
},
|
| 131 |
{
|
| 132 |
-
"name": "
|
| 133 |
-
"file": "
|
| 134 |
-
},
|
| 135 |
-
{
|
| 136 |
-
"name": "Limited Foresight",
|
| 137 |
-
"file": "LimitedForesight"
|
| 138 |
-
},
|
| 139 |
-
{
|
| 140 |
-
"name": "Attention Swapping",
|
| 141 |
-
"file": "AttentionSwapping"
|
| 142 |
},
|
| 143 |
{
|
| 144 |
-
"name": "
|
| 145 |
-
"file": "
|
| 146 |
},
|
| 147 |
{
|
| 148 |
-
"name": "
|
| 149 |
-
"file": "
|
| 150 |
},
|
| 151 |
{
|
| 152 |
-
"name": "
|
| 153 |
-
"file": "
|
| 154 |
},
|
| 155 |
{
|
| 156 |
-
"name": "
|
| 157 |
-
"file": "
|
| 158 |
},
|
| 159 |
{
|
| 160 |
-
"name": "
|
| 161 |
-
"file": "
|
| 162 |
},
|
| 163 |
{
|
| 164 |
-
"name": "
|
| 165 |
-
"file": "
|
| 166 |
},
|
| 167 |
{
|
| 168 |
-
"name": "
|
| 169 |
-
"file": "
|
| 170 |
},
|
| 171 |
{
|
| 172 |
-
"name": "
|
| 173 |
-
"file": "
|
| 174 |
},
|
| 175 |
{
|
| 176 |
"name": "Real-Time Games",
|
| 177 |
"file": "Real-TimeGames"
|
| 178 |
},
|
| 179 |
{
|
| 180 |
-
"name": "
|
| 181 |
-
"file": "
|
| 182 |
-
},
|
| 183 |
-
{
|
| 184 |
-
"name": "Game World",
|
| 185 |
-
"file": "GameWorld"
|
| 186 |
},
|
| 187 |
{
|
| 188 |
-
"name": "
|
| 189 |
-
"file": "
|
| 190 |
},
|
| 191 |
{
|
| 192 |
-
"name": "
|
| 193 |
-
"file": "
|
| 194 |
},
|
| 195 |
{
|
| 196 |
-
"name": "
|
| 197 |
-
"file": "
|
| 198 |
},
|
| 199 |
{
|
| 200 |
-
"name": "
|
| 201 |
-
"file": "
|
| 202 |
},
|
| 203 |
{
|
| 204 |
-
"name": "
|
| 205 |
-
"file": "
|
| 206 |
},
|
| 207 |
{
|
| 208 |
-
"name": "
|
| 209 |
-
"file": "
|
| 210 |
},
|
| 211 |
{
|
| 212 |
-
"name": "
|
| 213 |
-
"file": "
|
| 214 |
},
|
| 215 |
{
|
| 216 |
-
"name": "
|
| 217 |
-
"file": "
|
| 218 |
},
|
| 219 |
{
|
| 220 |
-
"name": "
|
| 221 |
-
"file": "
|
| 222 |
},
|
| 223 |
{
|
| 224 |
-
"name": "
|
| 225 |
-
"file": "
|
| 226 |
},
|
| 227 |
{
|
| 228 |
-
"name": "
|
| 229 |
-
"file": "
|
| 230 |
},
|
| 231 |
{
|
| 232 |
-
"name": "
|
| 233 |
-
"file": "
|
| 234 |
},
|
| 235 |
{
|
| 236 |
-
"name": "
|
| 237 |
-
"file": "
|
| 238 |
},
|
| 239 |
{
|
| 240 |
-
"name": "
|
| 241 |
-
"file": "
|
| 242 |
}
|
| 243 |
],
|
| 244 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 245 |
}
|
|
|
|
| 2 |
"pattern_name": "Attention Swapping",
|
| 3 |
"description": "Players have to move their attention between different parts of the game.",
|
| 4 |
"content": [
|
| 5 |
+
"Many games have several different goals or goals that are so difficult to complete that they have to be divided into several different goals that have to be completed in parallel. In these kinds of games, the players must move between different goals and activities, performing [[Attention Swapping]], in order to succeed in the game."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Attention Swapping]] is closely related to the [[Right Level of Difficulty]] and [[Right Level of Complexity]] of a game. Complex games by their nature require [[Attention Swapping]] to a certain degree, so complexity can be used to create the need for [[Attention Swapping]] as well as how much is needed, for example having to take into account several other vehicles when [[Maneuvering]]. As the swapping adds an extra challenge in itself beyond the challenge of the activities swapped between, its presences can modulate [[Right Level of Difficulty]] in an additional way besides the difficulty of the activities themselves. The difficulty of the [[Attention Swapping]] can be decreased by supporting a [[Game State Overview]], to the degree where the switching between activities does not need to be perceived as moving one's attention between different activities.",
|
| 9 |
+
"Requiring players to do [[Attention Swapping]] can be done in two main ways. The first is possible only in [[Real-Time Games]] and requires players to perform multitasking either by controlling several independent [[Units]] or by having to observe several different activities in the [[Game World]], or both. The second consists of having sufficiently complex game state without an adequate [[Game State Overview]] so that a player cannot know all the currently important factors. This forces the player to create [[Reconnaissance]] goals or, for games with a [[God Views]], explicitly limit what part of the game state he is focusing on, which can be seen as a form of [[Stimulated Planning]].",
|
| 10 |
+
"[[Attention Swapping]] can be between goals or between actions. Making players have to switch between which goals they are focusing requires the presences of several goals that can be strived for simultaneously and that the possibilities to succeed with the goals, or the value of their [[Rewards]] and [[Penalties]], change with the game state. The later requirement is usually a natural course of [[Conflict]] or the effect of a goals outcome for completing higher-level goals. For an example of where the value of a [[Reward]] changes, take the case where a player current has the two short-term goals in Chess of either capture a knight or a pawn in Chess, his or her attention may swap from the knight to the pawn if the opponent's movement makes it possible to check the king by taking the pawn.",
|
| 11 |
+
"Swapping between actions can be required either because doing nothing, i. e. a [[No-Op]] action, against events in the game would lead to receiving [[Penalties]] or missing [[Rewards]], or because letting ongoing activities fail would do so. This swapping can be further complicated if the swapping also requires swapping [[Focus Loci]]. Forcing players to start performing activities, typically to start using a [[Unit]], can be achieved by the presence of [[Conflict]] or effects of [[The Show Must Go On]]. For activities to be ongoing and be able to fail, they need to be both [[Extended Actions]] and [[Interruptible Actions]]. All these kinds of requirements can be found in [[Combat]] in [[Real-Time Games]] or trying to maintain or gain [[Area Control]]. A special form of switching between actions is when players have to switch between manipulating [[Book-Keeping Tokens]] and game elements that are part of the [[Game World]].",
|
| 12 |
+
"[[Surprises]] naturally catch players' attention and can thereby be used to cause involuntary [[Attention Swapping]]."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"[[Attention Swapping]] is required when players have [[Limited Foresight]] due to not being able to observe several parts of gameplay simultaneously. Trying to switch one's concentration between several different activities or [[Focus Loci]] requires that one also is actively trying to notice when one has to make this switch. This is a form of [[Resource Management]] of ones own attention which can require [[Cognitive Immersion]] and [[Tradeoffs]] to be made. As focusing on the wrong activity can cause failure, [[Attention Swapping]] promotes [[Tension]]. [[Disruption of Focused Attention]] events cause involuntary [[Attention Swapping]] and are commonly caused by [[Enemies]] during [[Combat]].",
|
| 16 |
+
"[[Attention Swapping]] affects different forms of [[Immersion]] differently. [[Emotional Immersion]] is often affected negatively by [[Attention Swapping]] except when used for [[Surprises]] or to cause confusion. When the [[Attention Swapping]] is done by trying to [[Movement]] of [[Avatars]] or [[Units]], the pattern supports [[Spatial Immersion]], especially when [[First-Person Views]] are used. [[Attention Swapping]] promotes [[Cognitive Immersion]] in addition to modulating existing [[Cognitive Immersion]], as players have to reevaluate their possibility to affect the game after moving their attention between different aspects of the game."
|
| 17 |
],
|
| 18 |
+
"relations": {
|
| 19 |
"Instantiates": [
|
| 20 |
"Reconnaissance",
|
| 21 |
"Tension",
|
|
|
|
| 74 |
"file": "TheShowMustGoOn"
|
| 75 |
},
|
| 76 |
{
|
| 77 |
+
"name": "Attention Swapping",
|
| 78 |
+
"file": "AttentionSwapping"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 79 |
},
|
| 80 |
{
|
| 81 |
+
"name": "Maneuvering",
|
| 82 |
+
"file": "Maneuvering"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
"name": "Incompatible Goals",
|
| 86 |
"file": "IncompatibleGoals"
|
| 87 |
},
|
| 88 |
{
|
| 89 |
+
"name": "Book-Keeping Tokens",
|
| 90 |
+
"file": "Book-KeepingTokens"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
+
"name": "Combat",
|
| 94 |
+
"file": "Combat"
|
| 95 |
},
|
| 96 |
{
|
| 97 |
+
"name": "Penalties",
|
| 98 |
+
"file": "Penalties"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
+
"name": "Spatial Immersion",
|
| 102 |
+
"file": "SpatialImmersion"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
+
"name": "Units",
|
| 106 |
"file": "Units"
|
| 107 |
},
|
| 108 |
{
|
| 109 |
+
"name": "Surprises",
|
| 110 |
+
"file": "Surprises"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 111 |
},
|
| 112 |
{
|
| 113 |
+
"name": "Resource Management",
|
| 114 |
+
"file": "ResourceManagement"
|
| 115 |
},
|
| 116 |
{
|
| 117 |
+
"name": "Cameras",
|
| 118 |
+
"file": "Cameras"
|
| 119 |
},
|
| 120 |
{
|
| 121 |
+
"name": "Right Level of Complexity",
|
| 122 |
+
"file": "RightLevelofComplexity"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
+
"name": "Cognitive Immersion",
|
| 126 |
+
"file": "CognitiveImmersion"
|
| 127 |
},
|
| 128 |
{
|
| 129 |
+
"name": "Parallel Lives",
|
| 130 |
+
"file": "ParallelLives"
|
| 131 |
},
|
| 132 |
{
|
| 133 |
+
"name": "God Views",
|
| 134 |
+
"file": "GodViews"
|
| 135 |
},
|
| 136 |
{
|
| 137 |
+
"name": "Tension",
|
| 138 |
+
"file": "Tension"
|
| 139 |
},
|
| 140 |
{
|
| 141 |
+
"name": "Focus Loci",
|
| 142 |
+
"file": "FocusLoci"
|
| 143 |
},
|
| 144 |
{
|
| 145 |
"name": "Real-Time Games",
|
| 146 |
"file": "Real-TimeGames"
|
| 147 |
},
|
| 148 |
{
|
| 149 |
+
"name": "Extended Actions",
|
| 150 |
+
"file": "ExtendedActions"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 151 |
},
|
| 152 |
{
|
| 153 |
+
"name": "Stimulated Planning",
|
| 154 |
+
"file": "StimulatedPlanning"
|
| 155 |
},
|
| 156 |
{
|
| 157 |
+
"name": "Limited Foresight",
|
| 158 |
+
"file": "LimitedForesight"
|
| 159 |
},
|
| 160 |
{
|
| 161 |
+
"name": "Emotional Immersion",
|
| 162 |
+
"file": "EmotionalImmersion"
|
| 163 |
},
|
| 164 |
{
|
| 165 |
+
"name": "Right Level of Difficulty",
|
| 166 |
+
"file": "RightLevelofDifficulty"
|
| 167 |
},
|
| 168 |
{
|
| 169 |
+
"name": "Tradeoffs",
|
| 170 |
+
"file": "Tradeoffs"
|
| 171 |
},
|
| 172 |
{
|
| 173 |
+
"name": "Interruptible Actions",
|
| 174 |
+
"file": "InterruptibleActions"
|
| 175 |
},
|
| 176 |
{
|
| 177 |
+
"name": "Collaborative Actions",
|
| 178 |
+
"file": "CollaborativeActions"
|
| 179 |
},
|
| 180 |
{
|
| 181 |
+
"name": "Enemies",
|
| 182 |
+
"file": "Enemies"
|
| 183 |
},
|
| 184 |
{
|
| 185 |
+
"name": "Game State Overview",
|
| 186 |
+
"file": "GameStateOverview"
|
| 187 |
},
|
| 188 |
{
|
| 189 |
+
"name": "Rewards",
|
| 190 |
+
"file": "Rewards"
|
| 191 |
},
|
| 192 |
{
|
| 193 |
+
"name": "Reconnaissance",
|
| 194 |
+
"file": "Reconnaissance"
|
| 195 |
},
|
| 196 |
{
|
| 197 |
+
"name": "Disruption of Focused Attention",
|
| 198 |
+
"file": "DisruptionofFocusedAttention"
|
| 199 |
},
|
| 200 |
{
|
| 201 |
+
"name": "Area Control",
|
| 202 |
+
"file": "AreaControl"
|
| 203 |
},
|
| 204 |
{
|
| 205 |
+
"name": "Conflict",
|
| 206 |
+
"file": "Conflict"
|
| 207 |
}
|
| 208 |
],
|
| 209 |
+
"pattern_id": "AttentionSwapping",
|
| 210 |
+
"playable_concept": "Not available yet",
|
| 211 |
+
"metadata": {
|
| 212 |
+
"version": "1.2",
|
| 213 |
+
"date_processed": "2025-04-24",
|
| 214 |
+
"source_file": "AttentionSwapping.htm",
|
| 215 |
+
"converter_version": "1.2"
|
| 216 |
+
}
|
| 217 |
}
|
Avatars.json
CHANGED
|
@@ -1,22 +1,19 @@
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Avatars",
|
| 3 |
"description": "Avatar is a game element, which is tightly connected to the player's success and failure in the game. In many cases, the Avatar is the only means through which a player can affect the game world.",
|
| 4 |
-
"content": [
|
| 5 |
-
|
| 6 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"
|
| 10 |
-
"
|
| 11 |
-
"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.",
|
| 12 |
-
"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.",
|
| 13 |
-
"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."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
-
"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.",
|
| 17 |
-
"The use of an Avatar gives players a focus for Immersion ---particularly Spatial Immersion when used with First-Person Views ---and a focus for Roleplaying without affecting Consistent Reality Logic negatively; players can pretend that they are the Avatars on a physical level. The Spatial Immersion is further increased by the use of a Camera for Third-Person Views at the expense of Consistent Reality Logic. God Views, on the contrary, are not necessarily suitable for use with Avatars. Being a Focus Loci for players, Avatars can have strong emotional links to the players: what is good for the Avatars is good for the players and what is bad for the avatars is bad for the players. Avatars can provide Enemies for other players, and their abilities usually modulate Combat and can provide the basis for Orthogonal Unit Differentiation."
|
| 18 |
-
],
|
| 19 |
-
"Relations": {
|
| 20 |
"Instantiates": [
|
| 21 |
"Spatial Immersion",
|
| 22 |
"Immersion",
|
|
@@ -58,169 +55,112 @@
|
|
| 58 |
"label": "5. Game Design Patterns for Game Elements",
|
| 59 |
"pattern_links": [
|
| 60 |
{
|
| 61 |
-
"name": "
|
| 62 |
-
"file": "
|
| 63 |
-
},
|
| 64 |
-
{
|
| 65 |
-
"name": "Spatial Immersion",
|
| 66 |
-
"file": "SpatialImmersion"
|
| 67 |
-
},
|
| 68 |
-
{
|
| 69 |
-
"name": "Tools",
|
| 70 |
-
"file": "Tools"
|
| 71 |
-
},
|
| 72 |
-
{
|
| 73 |
-
"name": "Units",
|
| 74 |
-
"file": "Units"
|
| 75 |
-
},
|
| 76 |
-
{
|
| 77 |
-
"name": "First-Person Views",
|
| 78 |
-
"file": "First-PersonViews"
|
| 79 |
-
},
|
| 80 |
-
{
|
| 81 |
-
"name": "Freedom of Choice",
|
| 82 |
-
"file": "FreedomofChoice"
|
| 83 |
-
},
|
| 84 |
-
{
|
| 85 |
-
"name": "God Views",
|
| 86 |
-
"file": "GodViews"
|
| 87 |
-
},
|
| 88 |
-
{
|
| 89 |
-
"name": "Camera",
|
| 90 |
-
"file": "Cameras"
|
| 91 |
-
},
|
| 92 |
-
{
|
| 93 |
-
"name": "New Abilities",
|
| 94 |
-
"file": "NewAbilities"
|
| 95 |
-
},
|
| 96 |
-
{
|
| 97 |
-
"name": "Orthogonal Unit Differentiation",
|
| 98 |
-
"file": "OrthogonalUnitDifferentiation"
|
| 99 |
-
},
|
| 100 |
-
{
|
| 101 |
-
"name": "Combat",
|
| 102 |
-
"file": "Combat"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
-
"name": "
|
| 106 |
-
"file": "
|
| 107 |
},
|
| 108 |
{
|
| 109 |
"name": "Characters",
|
| 110 |
"file": "Characters"
|
| 111 |
},
|
| 112 |
{
|
| 113 |
-
"name": "
|
| 114 |
-
"file": "
|
| 115 |
-
},
|
| 116 |
-
{
|
| 117 |
-
"name": "Third-Person Views",
|
| 118 |
-
"file": "Third-PersonViews"
|
| 119 |
-
},
|
| 120 |
-
{
|
| 121 |
-
"name": "Improved Abilities",
|
| 122 |
-
"file": "ImprovedAbilities"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
-
"name": "
|
| 126 |
-
"file": "
|
| 127 |
},
|
| 128 |
{
|
| 129 |
-
"name": "
|
| 130 |
-
"file": "
|
| 131 |
},
|
| 132 |
{
|
| 133 |
-
"name": "
|
| 134 |
-
"file": "
|
| 135 |
},
|
| 136 |
{
|
| 137 |
-
"name": "
|
| 138 |
-
"file": "
|
| 139 |
},
|
| 140 |
{
|
| 141 |
-
"name": "
|
| 142 |
-
"file": "
|
| 143 |
},
|
| 144 |
{
|
| 145 |
-
"name": "
|
| 146 |
-
"file": "
|
| 147 |
},
|
| 148 |
{
|
| 149 |
-
"name": "
|
| 150 |
-
"file": "
|
| 151 |
},
|
| 152 |
{
|
| 153 |
"name": "Character Development",
|
| 154 |
"file": "CharacterDevelopment"
|
| 155 |
},
|
| 156 |
{
|
| 157 |
-
"name": "
|
| 158 |
-
"file": "
|
| 159 |
-
},
|
| 160 |
-
{
|
| 161 |
-
"name": "Right Level of Difficulty",
|
| 162 |
-
"file": "RightLevelofDifficulty"
|
| 163 |
-
},
|
| 164 |
-
{
|
| 165 |
-
"name": "Game World",
|
| 166 |
-
"file": "GameWorld"
|
| 167 |
},
|
| 168 |
{
|
| 169 |
-
"name": "
|
| 170 |
-
"file": "
|
| 171 |
},
|
| 172 |
{
|
| 173 |
-
"name": "
|
| 174 |
-
"file": "
|
| 175 |
},
|
| 176 |
{
|
| 177 |
-
"name": "
|
| 178 |
-
"file": "
|
| 179 |
},
|
| 180 |
{
|
| 181 |
-
"name": "
|
| 182 |
-
"file": "
|
| 183 |
},
|
| 184 |
{
|
| 185 |
-
"name": "
|
| 186 |
-
"file": "
|
| 187 |
},
|
| 188 |
{
|
| 189 |
-
"name": "
|
| 190 |
-
"file": "
|
| 191 |
},
|
| 192 |
{
|
| 193 |
-
"name": "
|
| 194 |
-
"file": "
|
| 195 |
},
|
| 196 |
{
|
| 197 |
-
"name": "
|
| 198 |
-
"file": "
|
| 199 |
},
|
| 200 |
{
|
| 201 |
-
"name": "
|
| 202 |
-
"file": "
|
| 203 |
},
|
| 204 |
{
|
| 205 |
-
"name": "
|
| 206 |
-
"file": "
|
| 207 |
},
|
| 208 |
{
|
| 209 |
-
"name": "
|
| 210 |
-
"file": "
|
| 211 |
},
|
| 212 |
{
|
| 213 |
"name": "Immersion",
|
| 214 |
"file": "Immersion"
|
| 215 |
-
},
|
| 216 |
-
{
|
| 217 |
-
"name": "Roleplaying",
|
| 218 |
-
"file": "Roleplaying"
|
| 219 |
-
},
|
| 220 |
-
{
|
| 221 |
-
"name": "Survive",
|
| 222 |
-
"file": "Survive"
|
| 223 |
}
|
| 224 |
],
|
| 225 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 226 |
}
|
|
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Avatars",
|
| 3 |
"description": "Avatar is a game element, which is tightly connected to the player's success and failure in the game. In many cases, the Avatar is the only means through which a player can affect the game world.",
|
| 4 |
+
"content": [],
|
| 5 |
+
"using_the_pattern": [
|
| 6 |
+
"When used, an [[Avatar]] is typically the only way in which a player can affect the game world. Thus, of primary importance in the design of an [[Avatar]] regarding gameplay is what actions it can perform. By limiting the actions that can be performed early in the game (for example, Super Mario and The Legend of Zelda series), the game can provide a [[Right Level of Difficulty]] in the beginning and [[Smooth Learning Curves]] as the game commences. Further, the game design can support the [[Narrative Structure]] by limiting access to game areas until various [[Privileged Abilities]] have been acquired, either by [[Tools]] or [[Character Development]]. The possibility to improve the Avatar's abilities and attributes through [[Character Development]] can thereby be used to merge the development of the [[Narrative Structure]] with goals the player has. This can strengthen the player's empathic link with the [[Avatar]] as an effect of the [[Investments]] made while developing the [[Avatar]].",
|
| 7 |
+
"[[New Abilities]] or [[Improved Abilities]] given to players can either be given to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game World]] or there is no abstract representation of a [[Character]] behind the [[Avatar]].",
|
| 8 |
+
"[[Avatars]] may be used in a layered fashion where the player's [[Avatar]] controls another game element directly. This is presented to the player by replacing the [[Avatar]] with the other game element and providing the actions of the game element to the player. Examples of this are the possessing of other droids in Paradroid and the possibility to enter the driving position in vehicles in Battlefield 1942.",
|
| 9 |
+
"The death or destruction of the [[Avatar]] typically signifies the end of the game or the loss of one of the [[Lives]] available for the [[Avatar]]. This makes the [[Survive]] goal an integral part of games using [[Avatars]] in [[Player Killing]]. Other possible options include the loss of [[Privileged Abilities]], [[Score]], or [[Tools]].",
|
| 10 |
+
"Many [[Avatars]] are designed to let the players feel a positive empathic link towards the [[Avatar]] to achieve [[Emotional Immersion]]. This can be achieved either through a design so that the [[Avatars]] have a sympathetic personality or appearance, have abilities the players would like to have, or have been mistreated. However, they do not usually have strongly developed personalities, as this can prevent the players from interpreting what they want into the Avatar's actions. Further, if the [[Avatar]] can initiate actions on its own, this lessens the players' [[Freedom of Choice]] and may destroy an [[Illusion of Influence]] as well as [[Emotional Immersion]] directed towards other objects or players in the [[Game World]]. The use of [[Avatars]] in [[Persistent Game Worlds]] is common to create stronger [[Emotional Immersion]] and a sense of [[Ownership.]]"
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"[[Avatars]] are the representations of players' [[Characters]] or are players' [[Focus Loci]] and are therefore an expression of player [[Ownership]]. They are what are created by [[Producers]] when players are [[Spawning]]. They allow [[Improved Abilities]] to be presented to other players within a [[Consistent Reality Logic]] by changing the Avatar's appearance to reflect the current abilities the player has.",
|
| 14 |
+
"The use of an [[Avatar]] gives players a focus for [[Immersion]] ---particularly [[Spatial Immersion]] when used with [[First-Person Views]] ---and a focus for [[Roleplaying]] without affecting [[Consistent Reality Logic]] negatively; players can pretend that they are the [[Avatars]] on a physical level. The [[Spatial Immersion]] is further increased by the use of a [[Camera]] for [[Third-Person Views]] at the expense of [[Consistent Reality Logic]]. [[God Views]], on the contrary, are not necessarily suitable for use with [[Avatars]]. Being a [[Focus Loci]] for players, [[Avatars]] can have strong emotional links to the players: what is good for the [[Avatars]] is good for the players and what is bad for the avatars is bad for the players. [[Avatars]] can provide [[Enemies]] for other players, and their abilities usually modulate [[Combat]] and can provide the basis for [[Orthogonal Unit Differentiation]]."
|
|
|
|
|
|
|
|
|
|
| 15 |
],
|
| 16 |
+
"relations": {
|
|
|
|
|
|
|
|
|
|
|
|
|
| 17 |
"Instantiates": [
|
| 18 |
"Spatial Immersion",
|
| 19 |
"Immersion",
|
|
|
|
| 55 |
"label": "5. Game Design Patterns for Game Elements",
|
| 56 |
"pattern_links": [
|
| 57 |
{
|
| 58 |
+
"name": "Persistent Game Worlds",
|
| 59 |
+
"file": "PersistentGameWorlds"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Ownership",
|
| 63 |
+
"file": "Ownership"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
"name": "Characters",
|
| 67 |
"file": "Characters"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
+
"name": "Avatars",
|
| 71 |
+
"file": "Avatars"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Producers",
|
| 75 |
+
"file": "Producers"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Privileged Abilities",
|
| 79 |
+
"file": "PrivilegedAbilities"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Combat",
|
| 83 |
+
"file": "Combat"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
+
"name": "Survive",
|
| 87 |
+
"file": "Survive"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Spatial Immersion",
|
| 91 |
+
"file": "SpatialImmersion"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
+
"name": "Consistent Reality Logic",
|
| 95 |
+
"file": "ConsistentRealityLogic"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
+
"name": "Units",
|
| 99 |
+
"file": "Units"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
"name": "Character Development",
|
| 103 |
"file": "CharacterDevelopment"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
+
"name": "First-Person Views",
|
| 107 |
+
"file": "First-PersonViews"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 108 |
},
|
| 109 |
{
|
| 110 |
+
"name": "Improved Abilities",
|
| 111 |
+
"file": "ImprovedAbilities"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
+
"name": "Avatar",
|
| 115 |
+
"file": "Avatars"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
+
"name": "Third-Person Views",
|
| 119 |
+
"file": "Third-PersonViews"
|
| 120 |
},
|
| 121 |
{
|
| 122 |
+
"name": "Parallel Lives",
|
| 123 |
+
"file": "ParallelLives"
|
| 124 |
},
|
| 125 |
{
|
| 126 |
+
"name": "God Views",
|
| 127 |
+
"file": "GodViews"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
+
"name": "Roleplaying",
|
| 131 |
+
"file": "Roleplaying"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
+
"name": "Player Killing",
|
| 135 |
+
"file": "PlayerKilling"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
+
"name": "Mule",
|
| 139 |
+
"file": "Mule"
|
| 140 |
},
|
| 141 |
{
|
| 142 |
+
"name": "Tools",
|
| 143 |
+
"file": "Tools"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
+
"name": "Emotional Immersion",
|
| 147 |
+
"file": "EmotionalImmersion"
|
| 148 |
},
|
| 149 |
{
|
| 150 |
+
"name": "Enemies",
|
| 151 |
+
"file": "Enemies"
|
| 152 |
},
|
| 153 |
{
|
| 154 |
"name": "Immersion",
|
| 155 |
"file": "Immersion"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 156 |
}
|
| 157 |
],
|
| 158 |
+
"pattern_id": "Avatars",
|
| 159 |
+
"playable_concept": "Not available yet",
|
| 160 |
+
"metadata": {
|
| 161 |
+
"version": "1.2",
|
| 162 |
+
"date_processed": "2025-04-24",
|
| 163 |
+
"source_file": "Avatars.htm",
|
| 164 |
+
"converter_version": "1.2"
|
| 165 |
+
}
|
| 166 |
}
|
BalancingEffects.json
CHANGED
|
@@ -2,24 +2,22 @@
|
|
| 2 |
"pattern_name": "Balancing Effects",
|
| 3 |
"description": "Rules and effects in games that lessen the differences of value used to measure competition between players.",
|
| 4 |
"content": [
|
| 5 |
-
"For games where players play against opponents, the players need to feel that they can affect the outcome of the game. If a game is designed with a certain game time or amount of gameplay, and players feel powerless, these players have to two possibilities: endure gameplay that is uninspiring or suffer that gameplay breakdown due to the players desire to stop playing. To avoid these situations, games can have Balancing Effects built into them so that all players are more likely to feel that they have a chance to win over their opponents until the intended conclusion of the competition."
|
| 6 |
-
"Example: Power-ups in Monkey Race 2 in Super Monkey Ball 2 give speed boosters only to the players that are not leading the races. Further balancing effects can be added by players through the option that makes the leader have a lower maximum speed than the other players.",
|
| 7 |
-
"Example: multiplayer online first-person shooters often have possibilities to force teams to be balanced in numbers. Some, such as Return to Castle Wolfenstein: Enemy Territory, have functionality that can automatically reassign teams based on experience to try and balance the teams further."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"Balancing Effects can be designed in a game to be preemptive or correcting. Preemptive Balancing Effects try to maintain Player Balance so that imbalances do not occur, while correcting Balancing Effects try to correct imbalances when they have occurred. An alternative to Balancing Effects, which can be used together with them, is Limited Foresight. This also gives players a Perceived Chance to Succeed but in this case, it may only be an Illusion of Influence.",
|
| 11 |
-
"Handicaps are preemptive Balancing Effects that are put into effect before gameplay begins. Making Extended Actions into Interruptible Actions is a form of preemptive Balancing Effect as other players can interfere with the actions, especially if they do not have any effect before they are completed. Delayed Effects in general have a certain Balancing Effect, as they give players the possibility to prepare for the effects. Other ways of creating preemptive Balancing Effects consist of designing Illusionary Rewards, requiring Tradeoffs, allowing players to choose Selectable Sets of Goals that best fit their abilities, or providing Diminishing Return to players that otherwise could become clear leaders. If the effects are direct, these effects can ruin the Illusion of Influence for players and even make them avoid trying to achieve what should be goals for them. Having Balancing Effects affect the players indirectly can solve this, for example through Character Development or making New Abilities additions to those already used with Budgeted Action Points.",
|
| 12 |
-
"Examples of correcting Balancing Effects include giving New Abilities or Improved Abilities to disadvantaged players and giving Ability Losses or Decreased Abilities to advantaged players. The classic case used in Races is a Decreased Ability in the form of Movement Limitation giving a lower maximum speed. To avoid players losing Illusion of Influences, the positive effects are usually Rewards to the disadvantaged players for completing goals, while the negative effects are usually Penalties to the advantaged players for failing goals. The evaluation function that determines the Balancing Effects is for the same reason often hidden from players, for example, by making all Pick-Ups look the same though they have different effects, or by hiding the actual rolling of Dice to be able to fudge the results. Another example of a correcting is to decide the order of Turn Taking so that disadvantaged players give the most advantageous positions.",
|
| 13 |
-
"Transfer of Control can also be used to correct imbalances, but these are often linked to the Rewards or Penalties of any of the players. A common solution is to have forced Shared Rewards, so that the player who gains the Reward must share it with someone else, typically the most disadvantaged player. Controlling how Spawning occurs can also be corrective, either placing disadvantaged players at Strategic Locations or placing advantaged players at bad locations.",
|
| 14 |
-
"Games with more than two teams or players competing against each other automatically have some corrective Balancing Effects. Players in these games perceived as leading may be the starting point of Mutual Goals for Uncommitted Alliances, which have the intentions of ganging up against the leader. This is common in games with King of the Hill goals but can also be found in games that allow Player Decided Results and Player-Decided Distribution of Rewards & Penalties. Sufficient Game State Overviews, for example, public Scores, so players can notice leaders, are required for this form of Balancing Effect to occur.",
|
| 15 |
-
"Game Masters, as Dedicated Game Facilitators that have constant access to the complete game state and can enforce their own Player Decided Results, can perform both preemptive and corrective balancing effects during gameplay.",
|
| 16 |
-
"Games using primarily Randomness to judge outcomes can easily be designed to have Balancing Effects over time or when considering several game sessions together. However, games with Dedicated Game Facilitators can fake the Randomness, for example, the results of Dice rolls, to explicitly create Balancing Effects during gameplay."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
-
"The presence of Balancing Effects strengthens or prolongs players' Perceived Chance to Succeed but lessens the Perceivable Margins of the game and removes feelings of Game Mastery in the game. Balancing Effects often provide the Right Level of Difficulty and Smooth Learning Curves in games by making challenges sufficiently difficult.",
|
| 20 |
-
"Balancing Effects are used in Multiplayer Games to avoid too large differences of Asymmetric Abilities between players. They can achieve Player Balance or Team Balance during gameplay, often to maintain Tension as long as possible in the game and to allow Higher-Level Closures as Gameplay Progresses."
|
| 21 |
],
|
| 22 |
-
"
|
| 23 |
"Instantiates": [
|
| 24 |
"Player Balance",
|
| 25 |
"Smooth Learning Curves",
|
|
@@ -79,96 +77,68 @@
|
|
| 79 |
"label": "14. Game Design Patterns for Game Mastery and Balancing",
|
| 80 |
"pattern_links": [
|
| 81 |
{
|
| 82 |
-
"name": "
|
| 83 |
-
"file": "
|
| 84 |
},
|
| 85 |
{
|
| 86 |
-
"name": "
|
| 87 |
-
"file": "
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
},
|
| 93 |
{
|
| 94 |
-
"name": "
|
| 95 |
-
"file": "
|
| 96 |
},
|
| 97 |
{
|
| 98 |
"name": "King of the Hill",
|
| 99 |
"file": "KingoftheHill"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
-
"name": "
|
| 127 |
-
"file": "
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "
|
| 132 |
},
|
| 133 |
{
|
| 134 |
"name": "Decreased Abilities",
|
| 135 |
"file": "DecreasedAbilities"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
-
"name": "
|
| 139 |
-
"file": "
|
| 140 |
-
},
|
| 141 |
-
{
|
| 142 |
-
"name": "Illusion of Influence",
|
| 143 |
-
"file": "IllusionofInfluence"
|
| 144 |
-
},
|
| 145 |
-
{
|
| 146 |
-
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 147 |
-
"file": "Higher-LevelClosuresasGameplayProgresses"
|
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-
},
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-
{
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-
"name": "Strategic Locations",
|
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-
"file": "StrategicLocations"
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-
},
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-
{
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-
"name": "Shared Rewards",
|
| 155 |
-
"file": "SharedRewards"
|
| 156 |
-
},
|
| 157 |
-
{
|
| 158 |
-
"name": "Mutual Goals",
|
| 159 |
-
"file": "MutualGoals"
|
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-
},
|
| 161 |
-
{
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-
"name": "Delayed Effects",
|
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-
"file": "DelayedEffects"
|
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-
},
|
| 165 |
-
{
|
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-
"name": "Team Balance",
|
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-
"file": "TeamBalance"
|
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},
|
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{
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-
"name": "
|
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-
"file": "
|
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},
|
| 173 |
{
|
| 174 |
"name": "Improved Abilities",
|
|
@@ -179,95 +149,59 @@
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"file": "Dice"
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},
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{
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"name": "
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-
"file": "
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},
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{
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"name": "Perceived Chance to Succeed",
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-
"file": "PerceivedChancetoSucceed"
|
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-
},
|
| 189 |
-
{
|
| 190 |
-
"name": "Player-Decided Distribution of Rewards & Penalties",
|
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-
"file": "Player-DecidedDistributionofRewards&Penalties"
|
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-
},
|
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-
{
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"name": "Spawning",
|
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-
"file": "Spawning"
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},
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{
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"file": "Penalties"
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},
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-
{
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-
"name": "Limited Foresight",
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-
"file": "LimitedForesight"
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},
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{
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"name": "
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{
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{
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{
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{
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},
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{
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},
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{
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"name": "Game
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},
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{
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"file": "
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},
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{
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"name": "Right Level of Difficulty",
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"file": "RightLevelofDifficulty"
|
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},
|
| 241 |
{
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| 242 |
-
"name": "
|
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-
"file": "
|
| 244 |
-
},
|
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-
{
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-
"name": "Handicaps",
|
| 247 |
-
"file": "Handicaps"
|
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-
},
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{
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"name": "Randomness",
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"file": "Randomness"
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},
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{
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-
"name": "
|
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-
"file": "
|
| 256 |
},
|
| 257 |
{
|
| 258 |
"name": "Tradeoffs",
|
| 259 |
"file": "Tradeoffs"
|
| 260 |
},
|
| 261 |
{
|
| 262 |
-
"name": "
|
| 263 |
-
"file": "SmoothLearningCurves"
|
| 264 |
-
},
|
| 265 |
-
{
|
| 266 |
-
"name": "Reward",
|
| 267 |
-
"file": "Rewards"
|
| 268 |
-
},
|
| 269 |
-
{
|
| 270 |
-
"name": "Game State Overviews",
|
| 271 |
"file": "GameStateOverview"
|
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},
|
| 273 |
{
|
|
@@ -275,37 +209,40 @@
|
|
| 275 |
"file": "Rewards"
|
| 276 |
},
|
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{
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-
"name": "
|
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-
"file": "
|
| 280 |
-
},
|
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-
{
|
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-
"name": "Turn Taking",
|
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-
"file": "TurnTaking"
|
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},
|
| 285 |
{
|
| 286 |
-
"name": "
|
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"file": "
|
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},
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{
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{
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{
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{
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{
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}
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],
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-
"
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| 311 |
}
|
|
|
|
| 2 |
"pattern_name": "Balancing Effects",
|
| 3 |
"description": "Rules and effects in games that lessen the differences of value used to measure competition between players.",
|
| 4 |
"content": [
|
| 5 |
+
"For games where players play against opponents, the players need to feel that they can affect the outcome of the game. If a game is designed with a certain game time or amount of gameplay, and players feel powerless, these players have to two possibilities: endure gameplay that is uninspiring or suffer that gameplay breakdown due to the players desire to stop playing. To avoid these situations, games can have [[Balancing Effects]] built into them so that all players are more likely to feel that they have a chance to win over their opponents until the intended conclusion of the competition."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Balancing Effects]] can be designed in a game to be preemptive or correcting. Preemptive [[Balancing Effects]] try to maintain [[Player Balance]] so that imbalances do not occur, while correcting [[Balancing Effects]] try to correct imbalances when they have occurred. An alternative to [[Balancing Effects]], which can be used together with them, is [[Limited Foresight]]. This also gives players a [[Perceived Chance to Succeed]] but in this case, it may only be an [[Illusion of Influence]].",
|
| 9 |
+
"[[Handicaps]] are preemptive [[Balancing Effects]] that are put into effect before gameplay begins. Making [[Extended Actions]] into [[Interruptible Actions]] is a form of preemptive [[Balancing Effect]] as other players can interfere with the actions, especially if they do not have any effect before they are completed. [[Delayed Effects]] in general have a certain [[Balancing Effect]], as they give players the possibility to prepare for the effects. Other ways of creating preemptive [[Balancing Effects]] consist of designing [[Illusionary Rewards]], requiring [[Tradeoffs]], allowing players to choose [[Selectable Sets of Goals]] that best fit their abilities, or providing [[Diminishing Return]] to players that otherwise could become clear leaders. If the effects are direct, these effects can ruin the [[Illusion of Influence]] for players and even make them avoid trying to achieve what should be goals for them. Having [[Balancing Effects]] affect the players indirectly can solve this, for example through [[Character Development]] or making [[New Abilities]] additions to those already used with [[Budgeted Action Points]].",
|
| 10 |
+
"Examples of correcting [[Balancing Effects]] include giving [[New Abilities]] or [[Improved Abilities]] to disadvantaged players and giving [[Ability Losses]] or [[Decreased Abilities]] to advantaged players. The classic case used in [[Races]] is a [[Decreased Ability]] in the form of [[Movement Limitation]] giving a lower maximum speed. To avoid players losing [[Illusion of Influences]], the positive effects are usually [[Rewards]] to the disadvantaged players for completing goals, while the negative effects are usually [[Penalties]] to the advantaged players for failing goals. The evaluation function that determines the [[Balancing Effects]] is for the same reason often hidden from players, for example, by making all [[Pick-Ups]] look the same though they have different effects, or by hiding the actual rolling of [[Dice]] to be able to fudge the results. Another example of a correcting is to decide the order of [[Turn Taking]] so that disadvantaged players give the most advantageous positions.",
|
| 11 |
+
"[[Transfer of Control]] can also be used to correct imbalances, but these are often linked to the [[Rewards]] or [[Penalties]] of any of the players. A common solution is to have forced [[Shared Rewards]], so that the player who gains the [[Reward]] must share it with someone else, typically the most disadvantaged player. Controlling how [[Spawning]] occurs can also be corrective, either placing disadvantaged players at [[Strategic Locations]] or placing advantaged players at bad locations.",
|
| 12 |
+
"Games with more than two teams or players competing against each other automatically have some corrective [[Balancing Effects]]. Players in these games perceived as leading may be the starting point of [[Mutual Goals]] for [[Uncommitted Alliances]], which have the intentions of ganging up against the leader. This is common in games with [[King of the Hill]] goals but can also be found in games that allow [[Player Decided Results]] and [[Player-Decided Distribution of Rewards & Penalties]]. Sufficient [[Game State Overviews]], for example, public [[Scores]], so players can notice leaders, are required for this form of [[Balancing Effect]] to occur.",
|
| 13 |
+
"[[Game Masters]], as [[Dedicated Game Facilitators]] that have constant access to the complete game state and can enforce their own [[Player Decided Results]], can perform both preemptive and corrective balancing effects during gameplay.",
|
| 14 |
+
"Games using primarily [[Randomness]] to judge outcomes can easily be designed to have [[Balancing Effects]] over time or when considering several game sessions together. However, games with [[Dedicated Game Facilitators]] can fake the [[Randomness]], for example, the results of [[Dice]] rolls, to explicitly create [[Balancing Effects]] during gameplay."
|
| 15 |
],
|
| 16 |
+
"consequences": [
|
| 17 |
+
"The presence of [[Balancing Effects]] strengthens or prolongs players' [[Perceived Chance to Succeed]] but lessens the [[Perceivable Margins]] of the game and removes feelings of [[Game Mastery]] in the game. [[Balancing Effects]] often provide the [[Right Level of Difficulty]] and [[Smooth Learning Curves]] in games by making challenges sufficiently difficult.",
|
| 18 |
+
"[[Balancing Effects]] are used in [[Multiplayer Games]] to avoid too large differences of [[Asymmetric Abilities]] between players. They can achieve [[Player Balance]] or [[Team Balance]] during gameplay, often to maintain [[Tension]] as long as possible in the game and to allow [[Higher-Level Closures as Gameplay Progresses]]."
|
| 19 |
],
|
| 20 |
+
"relations": {
|
| 21 |
"Instantiates": [
|
| 22 |
"Player Balance",
|
| 23 |
"Smooth Learning Curves",
|
|
|
|
| 77 |
"label": "14. Game Design Patterns for Game Mastery and Balancing",
|
| 78 |
"pattern_links": [
|
| 79 |
{
|
| 80 |
+
"name": "Shared Rewards",
|
| 81 |
+
"file": "SharedRewards"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
+
"name": "Illusionary Rewards",
|
| 85 |
+
"file": "IllusionaryRewards"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Score",
|
| 89 |
+
"file": "Score"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Uncommitted Alliances",
|
| 93 |
+
"file": "UncommittedAlliances"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
"name": "King of the Hill",
|
| 97 |
"file": "KingoftheHill"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
+
"name": "Team Balance",
|
| 101 |
+
"file": "TeamBalance"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
+
"name": "Penalties",
|
| 105 |
+
"file": "Penalties"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
+
"name": "Spawning",
|
| 109 |
+
"file": "Spawning"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Game Masters",
|
| 113 |
+
"file": "GameMasters"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Diminishing Returns",
|
| 117 |
+
"file": "DiminishingReturns"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
+
"name": "Character Development",
|
| 121 |
+
"file": "CharacterDevelopment"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
+
"name": "Smooth Learning Curves",
|
| 125 |
+
"file": "SmoothLearningCurves"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "Perceivable Margins",
|
| 129 |
+
"file": "PerceivableMargins"
|
| 130 |
},
|
| 131 |
{
|
| 132 |
"name": "Decreased Abilities",
|
| 133 |
"file": "DecreasedAbilities"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
+
"name": "Pick-Ups",
|
| 137 |
+
"file": "Pick-Ups"
|
|
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|
| 138 |
},
|
| 139 |
{
|
| 140 |
+
"name": "Handicaps",
|
| 141 |
+
"file": "Handicaps"
|
| 142 |
},
|
| 143 |
{
|
| 144 |
"name": "Improved Abilities",
|
|
|
|
| 149 |
"file": "Dice"
|
| 150 |
},
|
| 151 |
{
|
| 152 |
+
"name": "Turn Taking",
|
| 153 |
+
"file": "TurnTaking"
|
|
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|
| 154 |
},
|
| 155 |
{
|
| 156 |
+
"name": "Movement Limitations",
|
| 157 |
+
"file": "MovementLimitations"
|
| 158 |
},
|
| 159 |
{
|
| 160 |
+
"name": "Budgeted Action Points",
|
| 161 |
+
"file": "BudgetedActionPoints"
|
| 162 |
},
|
| 163 |
{
|
| 164 |
+
"name": "Delayed Effects",
|
| 165 |
+
"file": "DelayedEffects"
|
| 166 |
},
|
| 167 |
{
|
| 168 |
+
"name": "Tension",
|
| 169 |
+
"file": "Tension"
|
| 170 |
},
|
| 171 |
{
|
| 172 |
+
"name": "Extended Actions",
|
| 173 |
+
"file": "ExtendedActions"
|
| 174 |
},
|
| 175 |
{
|
| 176 |
+
"name": "Player Balance",
|
| 177 |
+
"file": "PlayerBalance"
|
| 178 |
},
|
| 179 |
{
|
| 180 |
+
"name": "Dedicated Game Facilitators",
|
| 181 |
+
"file": "DedicatedGameFacilitators"
|
| 182 |
},
|
| 183 |
{
|
| 184 |
+
"name": "Player Decided Results",
|
| 185 |
+
"file": "PlayerDecidedResults"
|
| 186 |
},
|
| 187 |
{
|
| 188 |
"name": "Right Level of Difficulty",
|
| 189 |
"file": "RightLevelofDifficulty"
|
| 190 |
},
|
| 191 |
{
|
| 192 |
+
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 193 |
+
"file": "Higher-LevelClosuresasGameplayProgresses"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 194 |
},
|
| 195 |
{
|
| 196 |
+
"name": "Interruptible Actions",
|
| 197 |
+
"file": "InterruptibleActions"
|
| 198 |
},
|
| 199 |
{
|
| 200 |
"name": "Tradeoffs",
|
| 201 |
"file": "Tradeoffs"
|
| 202 |
},
|
| 203 |
{
|
| 204 |
+
"name": "Game State Overview",
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 205 |
"file": "GameStateOverview"
|
| 206 |
},
|
| 207 |
{
|
|
|
|
| 209 |
"file": "Rewards"
|
| 210 |
},
|
| 211 |
{
|
| 212 |
+
"name": "Randomness",
|
| 213 |
+
"file": "Randomness"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 214 |
},
|
| 215 |
{
|
| 216 |
+
"name": "Asymmetric Abilities",
|
| 217 |
+
"file": "AsymmetricAbilities"
|
| 218 |
},
|
| 219 |
{
|
| 220 |
+
"name": "Multiplayer Games",
|
| 221 |
+
"file": "MultiplayerGames"
|
| 222 |
},
|
| 223 |
{
|
| 224 |
+
"name": "Perceived Chance to Succeed",
|
| 225 |
+
"file": "PerceivedChancetoSucceed"
|
| 226 |
},
|
| 227 |
{
|
| 228 |
+
"name": "Ability Losses",
|
| 229 |
+
"file": "AbilityLosses"
|
| 230 |
},
|
| 231 |
{
|
| 232 |
+
"name": "Transfer of Control",
|
| 233 |
+
"file": "TransferofControl"
|
| 234 |
},
|
| 235 |
{
|
| 236 |
+
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 237 |
+
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 238 |
}
|
| 239 |
],
|
| 240 |
+
"pattern_id": "BalancingEffects",
|
| 241 |
+
"playable_concept": "Not available yet",
|
| 242 |
+
"metadata": {
|
| 243 |
+
"version": "1.2",
|
| 244 |
+
"date_processed": "2025-04-24",
|
| 245 |
+
"source_file": "BalancingEffects.htm",
|
| 246 |
+
"converter_version": "1.2"
|
| 247 |
+
}
|
| 248 |
}
|
Betrayal.json
CHANGED
|
@@ -2,19 +2,17 @@
|
|
| 2 |
"pattern_name": "Betrayal",
|
| 3 |
"description": "One or several players that have an agreement with other players either intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement.",
|
| 4 |
"content": [
|
| 5 |
-
"Players can be put in situations where promises or the expectations of other players may be broken. These acts of Betrayal often cause friction between players, and therefore players betraying other players usually have an incentive to do so. This may be due to individual gains received by the Betrayal, differences in player positions in the game, revenge for previous injustices, or situations where the game forces players to choose which players they will betray."
|
| 6 |
-
"Example: Much of the enjoyment and tension of Diplomacy is in the possibility to betray and backstab other players. This sometimes leads to very intense diplomacy phases where the players try to get more information about what other players really try to achieve in the game.",
|
| 7 |
-
"Example: The negotiation game Intrigue forces players into situations where they sometimes must betray another player due to having made certain promises to several different players that appeared to be unrelated when they were given but later became related."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"Betrayal requires that one player in the game has some Committed Goals whose completion is dependent on other players' actions, even if the commitment may only be a promise and the goals may be Player Defined Goals. Thus, Betrayal can happen in almost any situation where the players are cooperating in some way, usually towards Mutual Goals. Less severe cases of Betrayal can happen in Collaborative Actions and in situations of Delayed Reciprocity such as Player Decided Distribution of Rewards & Penalties or Trading with Delayed Effects. One way, and perhaps the best, to enhance the possibility of Betrayal is to give the players at least a perceived chance of reaping Individual Rewards for betraying the other players. This form of Betrayal is the basis for some Social Dilemmas. An example is where Tied Results can be perceived and Rewards are distributed evenly: in these cases, players may negotiate to have a Tied Result in order to use their Resources and efforts in other parts of the game but have the possibility of Betrayal to gain the whole Reward for themselves.",
|
| 11 |
-
"Betrayal is one of the classic themes that can be used to create Narrative Structures and Role Reversal events. The interplay of trust and deceit is a way to achieve Emotional Immersion as Betrayal will almost inevitably create strong emotions in both parties involved. Betrayal has to come as a Surprise for those who are betrayed, or it loses much of its emotional impact. This can be achieved, for example, by having a Delayed Effect for Collaborative Actions and using Asymmetric Information about the actions the players have performed, which also raises the levels of Anticipation. In most cases, Betrayal is used together with Bluffing. The players who are about to betray other players have to conceal their true intentions and in some games, for example Diplomacy, Bluffing to conceal Betrayal is the basis for much of the enjoyment of the game."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"The possibility of Betrayal in games gives players a form of Player Decided Results, and the power this gives most likely increases Tension between players and has a negative effect on Team Play and possible Cooperation. As is the case with Bluffing, even the perceived possibility of Betrayal can increase Social Interaction between players. In these cases, the heightened Tension is due to the players trying to find out what the other players' true intentions are. Betrayal, in any case, is much more common in Uncommitted Alliances than in stable Alliances such as teams. The effect of Betrayal is more drastic when the other players feel that the Alliance is stable. For example, a Soccer player perceived as betraying his team in the World Cup finals will probably be treated as a real-world betrayer and suffer the consequences.",
|
| 15 |
-
"For players to put themselves in positions where Betrayal of their trust can occur requires them to make Risk/Reward calculations and heavily influences how Negotiation is conducted. The actual action of putting oneself in the position where one can be betrayed is a Leap of Faith and if the Betrayal takes place, it is usually the source for Conflict."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
"Instantiates": [
|
| 19 |
"Conflict",
|
| 20 |
"Surprises",
|
|
@@ -63,162 +61,133 @@
|
|
| 63 |
],
|
| 64 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 65 |
"pattern_links": [
|
| 66 |
-
{
|
| 67 |
-
"name": "Tension",
|
| 68 |
-
"file": "Tension"
|
| 69 |
-
},
|
| 70 |
-
{
|
| 71 |
-
"name": "Player Defined Goals",
|
| 72 |
-
"file": "PlayerDefinedGoals"
|
| 73 |
-
},
|
| 74 |
{
|
| 75 |
"name": "Trading",
|
| 76 |
"file": "Trading"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
-
"file": "
|
| 81 |
-
},
|
| 82 |
-
{
|
| 83 |
-
"name": "Leaps of Faith",
|
| 84 |
-
"file": "LeapsofFaith"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
},
|
| 90 |
{
|
| 91 |
"name": "Alliances",
|
| 92 |
"file": "Alliances"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
-
"name": "
|
| 96 |
-
"file": "
|
| 97 |
},
|
| 98 |
{
|
| 99 |
-
"name": "
|
| 100 |
-
"file": "
|
| 101 |
},
|
| 102 |
{
|
| 103 |
-
"name": "
|
| 104 |
-
"file": "
|
| 105 |
},
|
| 106 |
{
|
| 107 |
-
"name": "
|
| 108 |
-
"file": "
|
| 109 |
},
|
| 110 |
{
|
| 111 |
-
"name": "
|
| 112 |
-
"file": "
|
| 113 |
},
|
| 114 |
{
|
| 115 |
-
"name": "Delayed
|
| 116 |
-
"file": "
|
| 117 |
},
|
| 118 |
{
|
| 119 |
-
"name": "
|
| 120 |
-
"file": "
|
| 121 |
},
|
| 122 |
{
|
| 123 |
-
"name": "
|
| 124 |
-
"file": "
|
| 125 |
},
|
| 126 |
{
|
| 127 |
-
"name": "
|
| 128 |
"file": "Surprises"
|
| 129 |
},
|
| 130 |
-
{
|
| 131 |
-
"name": "Uncommitted Alliances",
|
| 132 |
-
"file": "UncommittedAlliances"
|
| 133 |
-
},
|
| 134 |
{
|
| 135 |
"name": "Cooperation",
|
| 136 |
"file": "Cooperation"
|
| 137 |
},
|
| 138 |
-
{
|
| 139 |
-
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 140 |
-
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 141 |
-
},
|
| 142 |
-
{
|
| 143 |
-
"name": "Committed Goals",
|
| 144 |
-
"file": "CommittedGoals"
|
| 145 |
-
},
|
| 146 |
-
{
|
| 147 |
-
"name": "Penalties",
|
| 148 |
-
"file": "Penalties"
|
| 149 |
-
},
|
| 150 |
-
{
|
| 151 |
-
"name": "Collaborative Actions",
|
| 152 |
-
"file": "CollaborativeActions"
|
| 153 |
-
},
|
| 154 |
{
|
| 155 |
"name": "Role Reversal",
|
| 156 |
"file": "RoleReversal"
|
| 157 |
},
|
| 158 |
{
|
| 159 |
-
"name": "
|
| 160 |
-
"file": "EmotionalImmersion"
|
| 161 |
-
},
|
| 162 |
-
{
|
| 163 |
-
"name": "Delayed Effect",
|
| 164 |
"file": "DelayedEffects"
|
| 165 |
},
|
| 166 |
{
|
| 167 |
-
"name": "
|
| 168 |
-
"file": "
|
| 169 |
},
|
| 170 |
{
|
| 171 |
-
"name": "
|
| 172 |
-
"file": "
|
| 173 |
},
|
| 174 |
{
|
| 175 |
-
"name": "
|
| 176 |
-
"file": "
|
| 177 |
},
|
| 178 |
{
|
| 179 |
-
"name": "
|
| 180 |
-
"file": "
|
| 181 |
},
|
| 182 |
{
|
| 183 |
-
"name": "
|
| 184 |
-
"file": "
|
| 185 |
},
|
| 186 |
{
|
| 187 |
-
"name": "
|
| 188 |
-
"file": "
|
| 189 |
},
|
| 190 |
{
|
| 191 |
-
"name": "
|
| 192 |
-
"file": "
|
| 193 |
},
|
| 194 |
{
|
| 195 |
-
"name": "
|
| 196 |
-
"file": "
|
| 197 |
},
|
| 198 |
{
|
| 199 |
-
"name": "
|
| 200 |
-
"file": "
|
| 201 |
},
|
| 202 |
{
|
| 203 |
"name": "Rewards",
|
| 204 |
"file": "Rewards"
|
| 205 |
},
|
| 206 |
{
|
| 207 |
-
"name": "
|
| 208 |
-
"file": "
|
| 209 |
},
|
| 210 |
{
|
| 211 |
-
"name": "
|
| 212 |
-
"file": "
|
| 213 |
},
|
| 214 |
{
|
| 215 |
-
"name": "
|
| 216 |
-
"file": "
|
| 217 |
},
|
| 218 |
{
|
| 219 |
-
"name": "
|
| 220 |
-
"file": "
|
| 221 |
}
|
| 222 |
],
|
| 223 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 224 |
}
|
|
|
|
| 2 |
"pattern_name": "Betrayal",
|
| 3 |
"description": "One or several players that have an agreement with other players either intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement.",
|
| 4 |
"content": [
|
| 5 |
+
"Players can be put in situations where promises or the expectations of other players may be broken. These acts of [[Betrayal]] often cause friction between players, and therefore players betraying other players usually have an incentive to do so. This may be due to individual gains received by the [[Betrayal]], differences in player positions in the game, revenge for previous injustices, or situations where the game forces players to choose which players they will betray."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Betrayal]] requires that one player in the game has some [[Committed Goals]] whose completion is dependent on other players' actions, even if the commitment may only be a promise and the goals may be [[Player Defined Goals]]. Thus, [[Betrayal]] can happen in almost any situation where the players are cooperating in some way, usually towards [[Mutual Goals]]. Less severe cases of [[Betrayal]] can happen in [[Collaborative Actions]] and in situations of [[Delayed Reciprocity]] such as Player Decided Distribution of Rewards & Penalties or [[Trading]] with [[Delayed Effects]]. One way, and perhaps the best, to enhance the possibility of [[Betrayal]] is to give the players at least a perceived chance of reaping [[Individual Rewards]] for betraying the other players. This form of [[Betrayal]] is the basis for some [[Social Dilemmas]]. An example is where [[Tied Results]] can be perceived and [[Rewards]] are distributed evenly: in these cases, players may negotiate to have a [[Tied Result]] in order to use their [[Resources]] and efforts in other parts of the game but have the possibility of [[Betrayal]] to gain the whole [[Reward]] for themselves.",
|
| 9 |
+
"[[Betrayal]] is one of the classic themes that can be used to create [[Narrative Structures]] and [[Role Reversal]] events. The interplay of trust and deceit is a way to achieve [[Emotional Immersion]] as [[Betrayal]] will almost inevitably create strong emotions in both parties involved. [[Betrayal]] has to come as a [[Surprise]] for those who are betrayed, or it loses much of its emotional impact. This can be achieved, for example, by having a [[Delayed Effect]] for [[Collaborative Actions]] and using [[Asymmetric Information]] about the actions the players have performed, which also raises the levels of [[Anticipation]]. In most cases, [[Betrayal]] is used together with [[Bluffing]]. The players who are about to betray other players have to conceal their true intentions and in some games, for example Diplomacy, [[Bluffing]] to conceal [[Betrayal]] is the basis for much of the enjoyment of the game."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"The possibility of [[Betrayal]] in games gives players a form of [[Player Decided Results]], and the power this gives most likely increases [[Tension]] between players and has a negative effect on [[Team Play]] and possible [[Cooperation]]. As is the case with [[Bluffing]], even the perceived possibility of [[Betrayal]] can increase [[Social Interaction]] between players. In these cases, the heightened [[Tension]] is due to the players trying to find out what the other players' true intentions are. [[Betrayal]], in any case, is much more common in [[Uncommitted Alliances]] than in stable [[Alliances]] such as teams. The effect of [[Betrayal]] is more drastic when the other players feel that the [[Alliance]] is stable. For example, a Soccer player perceived as betraying his team in the World Cup finals will probably be treated as a real-world betrayer and suffer the consequences.",
|
| 13 |
+
"For players to put themselves in positions where [[Betrayal]] of their trust can occur requires them to make [[Risk/Reward]] calculations and heavily influences how [[Negotiation]] is conducted. The actual action of putting oneself in the position where one can be betrayed is a Leap of Faith and if the [[Betrayal]] takes place, it is usually the source for [[Conflict]]."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Conflict",
|
| 18 |
"Surprises",
|
|
|
|
| 61 |
],
|
| 62 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 63 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 64 |
{
|
| 65 |
"name": "Trading",
|
| 66 |
"file": "Trading"
|
| 67 |
},
|
| 68 |
{
|
| 69 |
+
"name": "Social Interaction",
|
| 70 |
+
"file": "SocialInteraction"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 71 |
},
|
| 72 |
{
|
| 73 |
+
"name": "Uncommitted Alliances",
|
| 74 |
+
"file": "UncommittedAlliances"
|
| 75 |
},
|
| 76 |
{
|
| 77 |
"name": "Alliances",
|
| 78 |
"file": "Alliances"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
+
"name": "Bluffing",
|
| 82 |
+
"file": "Bluffing"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
+
"name": "Penalties",
|
| 86 |
+
"file": "Penalties"
|
| 87 |
},
|
| 88 |
{
|
| 89 |
+
"name": "Negotiation",
|
| 90 |
+
"file": "Negotiation"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
+
"name": "Committed Goals",
|
| 94 |
+
"file": "CommittedGoals"
|
| 95 |
},
|
| 96 |
{
|
| 97 |
+
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 98 |
+
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
+
"name": "Delayed Reciprocity",
|
| 102 |
+
"file": "DelayedReciprocity"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
+
"name": "Risk/Reward",
|
| 106 |
+
"file": "RiskReward"
|
| 107 |
},
|
| 108 |
{
|
| 109 |
+
"name": "Individual Rewards",
|
| 110 |
+
"file": "IndividualRewards"
|
| 111 |
},
|
| 112 |
{
|
| 113 |
+
"name": "Surprises",
|
| 114 |
"file": "Surprises"
|
| 115 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 116 |
{
|
| 117 |
"name": "Cooperation",
|
| 118 |
"file": "Cooperation"
|
| 119 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 120 |
{
|
| 121 |
"name": "Role Reversal",
|
| 122 |
"file": "RoleReversal"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
+
"name": "Delayed Effects",
|
|
|
|
|
|
|
|
|
|
|
|
|
| 126 |
"file": "DelayedEffects"
|
| 127 |
},
|
| 128 |
{
|
| 129 |
+
"name": "Asymmetric Information",
|
| 130 |
+
"file": "AsymmetricInformation"
|
| 131 |
},
|
| 132 |
{
|
| 133 |
+
"name": "Tension",
|
| 134 |
+
"file": "Tension"
|
| 135 |
},
|
| 136 |
{
|
| 137 |
+
"name": "Mutual Goals",
|
| 138 |
+
"file": "MutualGoals"
|
| 139 |
},
|
| 140 |
{
|
| 141 |
+
"name": "Anticipation",
|
| 142 |
+
"file": "Anticipation"
|
| 143 |
},
|
| 144 |
{
|
| 145 |
+
"name": "Emotional Immersion",
|
| 146 |
+
"file": "EmotionalImmersion"
|
| 147 |
},
|
| 148 |
{
|
| 149 |
+
"name": "Narrative Structures",
|
| 150 |
+
"file": "NarrativeStructures"
|
| 151 |
},
|
| 152 |
{
|
| 153 |
+
"name": "Player Decided Results",
|
| 154 |
+
"file": "PlayerDecidedResults"
|
| 155 |
},
|
| 156 |
{
|
| 157 |
+
"name": "Tied Results",
|
| 158 |
+
"file": "TiedResults"
|
| 159 |
},
|
| 160 |
{
|
| 161 |
+
"name": "Collaborative Actions",
|
| 162 |
+
"file": "CollaborativeActions"
|
| 163 |
},
|
| 164 |
{
|
| 165 |
"name": "Rewards",
|
| 166 |
"file": "Rewards"
|
| 167 |
},
|
| 168 |
{
|
| 169 |
+
"name": "Indirect Information",
|
| 170 |
+
"file": "IndirectInformation"
|
| 171 |
},
|
| 172 |
{
|
| 173 |
+
"name": "Social Dilemmas",
|
| 174 |
+
"file": "SocialDilemmas"
|
| 175 |
},
|
| 176 |
{
|
| 177 |
+
"name": "Leaps of Faith",
|
| 178 |
+
"file": "LeapsofFaith"
|
| 179 |
},
|
| 180 |
{
|
| 181 |
+
"name": "Conflict",
|
| 182 |
+
"file": "Conflict"
|
| 183 |
}
|
| 184 |
],
|
| 185 |
+
"pattern_id": "Betrayal",
|
| 186 |
+
"playable_concept": "Not available yet",
|
| 187 |
+
"metadata": {
|
| 188 |
+
"version": "1.2",
|
| 189 |
+
"date_processed": "2025-04-24",
|
| 190 |
+
"source_file": "Betrayal.htm",
|
| 191 |
+
"converter_version": "1.2"
|
| 192 |
+
}
|
| 193 |
}
|
Betting.json
CHANGED
|
@@ -2,22 +2,20 @@
|
|
| 2 |
"pattern_name": "Betting",
|
| 3 |
"description": "Investing resources in the likelihood of an outcome.",
|
| 4 |
"content": [
|
| 5 |
-
"Betting is the act of risking resources for the chance of winning more resources than was used. The proportions between what is gained and what is risked is linked to the perceived probability of winning, but in the case where Betting is done by players this does not have to be close to the real probability."
|
| 6 |
-
"Example: Roulette is a typical example where the exchanges rate between bets and rewards are open and the probability for each outcome is static. The proportions between investments and rewards are tilted in the house's favor and the knowledge of this and the probabilities is easily available.",
|
| 7 |
-
"Example: betting in Poker is based on the cards held and the actions of other players. The proportions between risk and reward in Poker are not fixed but vary due to the willingness of all players to bet."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"The main design choice when explicitly supporting Betting in games is to choose whether player bet against a Dedicated Game Facilitator, usually called the house, or against each other.",
|
| 11 |
-
"Betting against a Dedicated Game Facilitator is usually based on Luck to ensure Player Balance between different game sessions. The main design requirement for betting against the house is to calculate the probabilities of the actions that are to be bet on. Knowledge of these probabilities can usually be deducted for actions based on Randomness, but as players also can do this the information is typically not held secret. Rather, the proportions of risk and reward are set so that either the game is balanced between players in Multiplayer Games or unbalanced in favor of the house in games where players play against the Dedicated Game Facilitator.",
|
| 12 |
-
"Betting against each other causes players to be in Conflict with each other. It can reduce the influence of Luck as Imperfect Information may give different players different advantages."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Betting provides ways of changing Ownership based on Transfer of Control events decided by some outcome. Betting is often used to create Meta Games of games by giving the original games Extra-Game Consequences based upon Gain Ownership goals. When these Meta Games are Player Defined Goals basically any activity can become a game although with serious Extra-Game Consequences and thereby Emotional Immersion.",
|
| 16 |
-
"Regardless if the Betting is an integral part of the game or in a Meta Game that is a Self-Facilitated Games, the placement of Resources on bets are Investments that determines the sizes of the Rewards, and the activity therefore one of Resource Management. Betting differs from Bidding in that the Resources used do not have a possibility of being returned and that the gains in Betting are of the same type as what was bet. In Quick Games of Betting the Resources usually move between players through a Tournament style of playing, and as the Resources risked and gained are of the same type, and often the exact same Resources, the system is a Closed Economy.",
|
| 17 |
-
"Betting is usually based on players' not having full predictabilityof the outcome and Delayed Effects. As such the action is one of Risk/Reward and gives Anticipation and Tension due to Hovering Closures.",
|
| 18 |
-
"The main skills required to gain Game Mastery in Betting is the Strategic Knowledge of the predictability in the game and, for Multiplayer Games, being able to deduct the tacticsof other players, e. g. by reading other players' body language or playing style. Bluffing is also an important aspect of Betting skill."
|
| 19 |
],
|
| 20 |
-
"
|
| 21 |
"Instantiates": [
|
| 22 |
"Meta Games",
|
| 23 |
"Conflict",
|
|
@@ -65,154 +63,133 @@
|
|
| 65 |
],
|
| 66 |
"label": "8. Actions and Events Patterns",
|
| 67 |
"pattern_links": [
|
| 68 |
-
{
|
| 69 |
-
"name": "Tension",
|
| 70 |
-
"file": "Tension"
|
| 71 |
-
},
|
| 72 |
-
{
|
| 73 |
-
"name": "Gain Ownership",
|
| 74 |
-
"file": "GainOwnership"
|
| 75 |
-
},
|
| 76 |
{
|
| 77 |
"name": "Player Defined Goals",
|
| 78 |
"file": "PlayerDefinedGoals"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
-
"name": "
|
| 82 |
-
"file": "
|
| 83 |
-
},
|
| 84 |
-
{
|
| 85 |
-
"name": "Self-Facilitated Games",
|
| 86 |
-
"file": "Self-FacilitatedGames"
|
| 87 |
-
},
|
| 88 |
-
{
|
| 89 |
-
"name": "Dedicated Game Facilitators",
|
| 90 |
-
"file": "DedicatedGameFacilitators"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
-
"name": "
|
| 94 |
-
"file": "
|
| 95 |
},
|
| 96 |
{
|
| 97 |
-
"name": "
|
| 98 |
-
"file": "
|
| 99 |
},
|
| 100 |
{
|
| 101 |
-
"name": "
|
| 102 |
-
"file": "
|
| 103 |
},
|
| 104 |
{
|
| 105 |
-
"name": "
|
| 106 |
-
"file": "
|
| 107 |
},
|
| 108 |
{
|
| 109 |
-
"name": "
|
| 110 |
-
"file": "
|
| 111 |
},
|
| 112 |
{
|
| 113 |
-
"name": "
|
| 114 |
-
"file": "
|
| 115 |
},
|
| 116 |
{
|
| 117 |
-
"name": "
|
| 118 |
-
"file": "
|
| 119 |
},
|
| 120 |
{
|
| 121 |
"name": "Tournaments",
|
| 122 |
"file": "Tournaments"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
-
"name": "
|
| 126 |
-
"file": "
|
| 127 |
},
|
| 128 |
{
|
| 129 |
-
"name": "
|
| 130 |
-
"file": "
|
| 131 |
},
|
| 132 |
{
|
| 133 |
-
"name": "
|
| 134 |
-
"file": "
|
| 135 |
},
|
| 136 |
{
|
| 137 |
-
"name": "
|
| 138 |
-
"file": "
|
| 139 |
},
|
| 140 |
{
|
| 141 |
-
"name": "
|
| 142 |
-
"file": "
|
| 143 |
},
|
| 144 |
{
|
| 145 |
-
"name": "
|
| 146 |
-
"file": "
|
| 147 |
},
|
| 148 |
{
|
| 149 |
-
"name": "
|
| 150 |
-
"file": "
|
| 151 |
},
|
| 152 |
{
|
| 153 |
"name": "Imperfect Information",
|
| 154 |
"file": "ImperfectInformation"
|
| 155 |
},
|
| 156 |
{
|
| 157 |
-
"name": "
|
| 158 |
-
"file": "
|
| 159 |
},
|
| 160 |
{
|
| 161 |
-
"name": "
|
| 162 |
-
"file": "
|
| 163 |
},
|
| 164 |
{
|
| 165 |
-
"name": "
|
| 166 |
-
"file": "
|
| 167 |
},
|
| 168 |
{
|
| 169 |
-
"name": "
|
| 170 |
-
"file": "
|
| 171 |
},
|
| 172 |
{
|
| 173 |
-
"name": "Dedicated Game
|
| 174 |
"file": "DedicatedGameFacilitators"
|
| 175 |
},
|
| 176 |
{
|
| 177 |
"name": "Resources",
|
| 178 |
"file": "Resources"
|
| 179 |
},
|
| 180 |
-
{
|
| 181 |
-
"name": "Extra-Game Consequences",
|
| 182 |
-
"file": "Extra-GameConsequences"
|
| 183 |
-
},
|
| 184 |
-
{
|
| 185 |
-
"name": "Anticipation",
|
| 186 |
-
"file": "Anticipation"
|
| 187 |
-
},
|
| 188 |
-
{
|
| 189 |
-
"name": "Strategic Knowledge",
|
| 190 |
-
"file": "StrategicKnowledge"
|
| 191 |
-
},
|
| 192 |
-
{
|
| 193 |
-
"name": "Conflict",
|
| 194 |
-
"file": "Conflict"
|
| 195 |
-
},
|
| 196 |
{
|
| 197 |
"name": "Rewards",
|
| 198 |
"file": "Rewards"
|
| 199 |
},
|
| 200 |
{
|
| 201 |
-
"name": "
|
| 202 |
-
"file": "
|
| 203 |
},
|
| 204 |
{
|
| 205 |
-
"name": "
|
| 206 |
-
"file": "
|
| 207 |
},
|
| 208 |
{
|
| 209 |
-
"name": "
|
| 210 |
-
"file": "
|
| 211 |
},
|
| 212 |
{
|
| 213 |
-
"name": "
|
| 214 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 215 |
}
|
| 216 |
],
|
| 217 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 218 |
}
|
|
|
|
| 2 |
"pattern_name": "Betting",
|
| 3 |
"description": "Investing resources in the likelihood of an outcome.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Betting]] is the act of risking resources for the chance of winning more resources than was used. The proportions between what is gained and what is risked is linked to the perceived probability of winning, but in the case where [[Betting]] is done by players this does not have to be close to the real probability."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The main design choice when explicitly supporting [[Betting]] in games is to choose whether player bet against a [[Dedicated Game Facilitator]], usually called the house, or against each other.",
|
| 9 |
+
"[[Betting]] against a [[Dedicated Game Facilitator]] is usually based on [[Luck]] to ensure [[Player Balance]] between different game sessions. The main design requirement for betting against the house is to calculate the probabilities of the actions that are to be bet on. Knowledge of these probabilities can usually be deducted for actions based on [[Randomness]], but as players also can do this the information is typically not held secret. Rather, the proportions of risk and reward are set so that either the game is balanced between players in [[Multiplayer Games]] or unbalanced in favor of the house in games where players play against the [[Dedicated Game Facilitator]].",
|
| 10 |
+
"[[Betting]] against each other causes players to be in [[Conflict]] with each other. It can reduce the influence of [[Luck]] as [[Imperfect Information]] may give different players different advantages."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"[[Betting]] provides ways of changing [[Ownership]] based on [[Transfer of Control]] events decided by some outcome. [[Betting]] is often used to create [[Meta Games]] of games by giving the original games [[Extra-Game Consequences]] based upon [[Gain Ownership]] goals. When these [[Meta Games]] are [[Player Defined Goals]] basically any activity can become a game although with serious [[Extra-Game Consequences]] and thereby [[Emotional Immersion]].",
|
| 14 |
+
"Regardless if the [[Betting]] is an integral part of the game or in a [[Meta Game]] that is a [[Self-Facilitated Games]], the placement of [[Resources]] on bets are [[Investments]] that determines the sizes of the [[Rewards]], and the activity therefore one of [[Resource Management]]. [[Betting]] differs from [[Bidding]] in that the [[Resources]] used do not have a possibility of being returned and that the gains in [[Betting]] are of the same type as what was bet. In [[Quick Games]] of [[Betting]] the [[Resources]] usually move between players through a [[Tournament]] style of playing, and as the [[Resources]] risked and gained are of the same type, and often the exact same [[Resources]], the system is a [[Closed Economy]].",
|
| 15 |
+
"[[Betting]] is usually based on players' not having full predictabilityof the outcome and [[Delayed Effects]]. As such the action is one of [[Risk/Reward]] and gives [[Anticipation]] and [[Tension]] due to [[Hovering Closures]].",
|
| 16 |
+
"The main skills required to gain [[Game Mastery]] in [[Betting]] is the [[Strategic Knowledge]] of the predictability in the game and, for [[Multiplayer Games]], being able to deduct the tacticsof other players, e. g. by reading other players' body language or playing style. [[Bluffing]] is also an important aspect of [[Betting]] skill."
|
| 17 |
],
|
| 18 |
+
"relations": {
|
| 19 |
"Instantiates": [
|
| 20 |
"Meta Games",
|
| 21 |
"Conflict",
|
|
|
|
| 63 |
],
|
| 64 |
"label": "8. Actions and Events Patterns",
|
| 65 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 66 |
{
|
| 67 |
"name": "Player Defined Goals",
|
| 68 |
"file": "PlayerDefinedGoals"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
+
"name": "Closed Economies",
|
| 72 |
+
"file": "ClosedEconomies"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 73 |
},
|
| 74 |
{
|
| 75 |
+
"name": "Ownership",
|
| 76 |
+
"file": "Ownership"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
+
"name": "Quick Games",
|
| 80 |
+
"file": "QuickGames"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
+
"name": "Bluffing",
|
| 84 |
+
"file": "Bluffing"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
+
"name": "Self-Facilitated Games",
|
| 88 |
+
"file": "Self-FacilitatedGames"
|
| 89 |
},
|
| 90 |
{
|
| 91 |
+
"name": "Investments",
|
| 92 |
+
"file": "Investments"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
+
"name": "Strategic Knowledge",
|
| 96 |
+
"file": "StrategicKnowledge"
|
| 97 |
},
|
| 98 |
{
|
| 99 |
+
"name": "Risk/Reward",
|
| 100 |
+
"file": "RiskReward"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
"name": "Tournaments",
|
| 104 |
"file": "Tournaments"
|
| 105 |
},
|
| 106 |
{
|
| 107 |
+
"name": "Resource Management",
|
| 108 |
+
"file": "ResourceManagement"
|
| 109 |
},
|
| 110 |
{
|
| 111 |
+
"name": "Gain Ownership",
|
| 112 |
+
"file": "GainOwnership"
|
| 113 |
},
|
| 114 |
{
|
| 115 |
+
"name": "Game Mastery",
|
| 116 |
+
"file": "GameMastery"
|
| 117 |
},
|
| 118 |
{
|
| 119 |
+
"name": "Hovering Closures",
|
| 120 |
+
"file": "HoveringClosures"
|
| 121 |
},
|
| 122 |
{
|
| 123 |
+
"name": "Delayed Effects",
|
| 124 |
+
"file": "DelayedEffects"
|
| 125 |
},
|
| 126 |
{
|
| 127 |
+
"name": "Bidding",
|
| 128 |
+
"file": "Bidding"
|
| 129 |
},
|
| 130 |
{
|
| 131 |
+
"name": "Tension",
|
| 132 |
+
"file": "Tension"
|
| 133 |
},
|
| 134 |
{
|
| 135 |
"name": "Imperfect Information",
|
| 136 |
"file": "ImperfectInformation"
|
| 137 |
},
|
| 138 |
{
|
| 139 |
+
"name": "Predictable Consequences",
|
| 140 |
+
"file": "PredictableConsequences"
|
| 141 |
},
|
| 142 |
{
|
| 143 |
+
"name": "Anticipation",
|
| 144 |
+
"file": "Anticipation"
|
| 145 |
},
|
| 146 |
{
|
| 147 |
+
"name": "Extra-Game Consequences",
|
| 148 |
+
"file": "Extra-GameConsequences"
|
| 149 |
},
|
| 150 |
{
|
| 151 |
+
"name": "Emotional Immersion",
|
| 152 |
+
"file": "EmotionalImmersion"
|
| 153 |
},
|
| 154 |
{
|
| 155 |
+
"name": "Dedicated Game Facilitators",
|
| 156 |
"file": "DedicatedGameFacilitators"
|
| 157 |
},
|
| 158 |
{
|
| 159 |
"name": "Resources",
|
| 160 |
"file": "Resources"
|
| 161 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 162 |
{
|
| 163 |
"name": "Rewards",
|
| 164 |
"file": "Rewards"
|
| 165 |
},
|
| 166 |
{
|
| 167 |
+
"name": "Randomness",
|
| 168 |
+
"file": "Randomness"
|
| 169 |
},
|
| 170 |
{
|
| 171 |
+
"name": "Meta Games",
|
| 172 |
+
"file": "MetaGames"
|
| 173 |
},
|
| 174 |
{
|
| 175 |
+
"name": "Luck",
|
| 176 |
+
"file": "Luck"
|
| 177 |
},
|
| 178 |
{
|
| 179 |
+
"name": "Transfer of Control",
|
| 180 |
+
"file": "TransferofControl"
|
| 181 |
+
},
|
| 182 |
+
{
|
| 183 |
+
"name": "Conflict",
|
| 184 |
+
"file": "Conflict"
|
| 185 |
}
|
| 186 |
],
|
| 187 |
+
"pattern_id": "Betting",
|
| 188 |
+
"playable_concept": "Not available yet",
|
| 189 |
+
"metadata": {
|
| 190 |
+
"version": "1.2",
|
| 191 |
+
"date_processed": "2025-04-24",
|
| 192 |
+
"source_file": "Betting.htm",
|
| 193 |
+
"converter_version": "1.2"
|
| 194 |
+
}
|
| 195 |
}
|
Bidding.json
CHANGED
|
@@ -2,23 +2,21 @@
|
|
| 2 |
"pattern_name": "Bidding",
|
| 3 |
"description": "Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind.",
|
| 4 |
"content": [
|
| 5 |
-
"A Bidding instance is a process consisting of several parts: the bidding where players invest resources with the hope to achieve a certain game state, the determination of the outcome of these investments, and the distribution of possible rewards."
|
| 6 |
-
"Example: In Poker, players bid on the value of their card hands. The bidding instance consists of rounds where the players can raise their bids one after another. The player who does not wish to call the last bid matches his bid to the same amount as the last bid, or if he does not wish to raise the bid, he has to fold. The player who folds is out of the Bidding instance and he has to leave his bid in the pot. The Bidding instance ends when there is only one player left or all the remaining players call the last bid. The player with the best hand, or the only remaining player, in the Bidding instance wins the whole bid as the reward.",
|
| 7 |
-
"Example: Kicking out a player from an open game instance of Return to Castle Wolfenstein: Enemy Territory requires that a certain amount of players have voted for kicking the player out."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"For Bidding to be effective in a game, Resources usedhave to be of the Limited Resource kind, be it throughout the whole game or just for the specific Bidding instance. Although Resources in Bidding events are usually normal game elements, Bidding can also concern Area Control or the order in which players should perform Turn Taking. Players often have Direct Information to what is being bid about, in order to do Tradeoffs between what Resources they are using in the bidding and what Resources they can gain.",
|
| 11 |
-
"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.",
|
| 12 |
-
"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.",
|
| 13 |
-
"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.",
|
| 14 |
-
"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.",
|
| 15 |
-
"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."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
-
"Bidding offers a way to achieve Transfer of Control of Resources through Collaborative Actions with Player Decided Results. This offers an alternative to Combat regarding how to achieve Gain Ownership or Eliminate goals. As Bidding nearly always is voluntarily, winning the bid is a Player Defined Goal concerning how much Resources one wants to spend on the Bidding, and in the case of Bidding on different objects, what objects to get.",
|
| 19 |
-
"The act of Bidding involves making Investments and Risk/Reward considerations, and in some cases, can be affected by Bluffing. The Bidding is often a source of Competition between players, and the ability to use certain Resources in Bidding to gain others can be seen as a form of abstract Converter."
|
| 20 |
],
|
| 21 |
-
"
|
| 22 |
"Instantiates": [
|
| 23 |
"Converters",
|
| 24 |
"Competition",
|
|
@@ -55,134 +53,97 @@
|
|
| 55 |
],
|
| 56 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 57 |
"pattern_links": [
|
| 58 |
-
{
|
| 59 |
-
"name": "Gain Ownership",
|
| 60 |
-
"file": "GainOwnership"
|
| 61 |
-
},
|
| 62 |
{
|
| 63 |
"name": "Player Defined Goals",
|
| 64 |
"file": "PlayerDefinedGoals"
|
| 65 |
},
|
| 66 |
-
{
|
| 67 |
-
"name": "Bluffing",
|
| 68 |
-
"file": "Bluffing"
|
| 69 |
-
},
|
| 70 |
-
{
|
| 71 |
-
"name": "Eliminate",
|
| 72 |
-
"file": "Eliminate"
|
| 73 |
-
},
|
| 74 |
-
{
|
| 75 |
-
"name": "Direct Information",
|
| 76 |
-
"file": "DirectInformation"
|
| 77 |
-
},
|
| 78 |
-
{
|
| 79 |
-
"name": "Player Decided Results.",
|
| 80 |
-
"file": "PlayerDecidedResults"
|
| 81 |
-
},
|
| 82 |
-
{
|
| 83 |
-
"name": "Player Decided Results",
|
| 84 |
-
"file": "PlayerDecidedResults"
|
| 85 |
-
},
|
| 86 |
-
{
|
| 87 |
-
"name": "Limited Resource",
|
| 88 |
-
"file": "LimitedResources"
|
| 89 |
-
},
|
| 90 |
-
{
|
| 91 |
-
"name": "Risk/Reward",
|
| 92 |
-
"file": "RiskReward"
|
| 93 |
-
},
|
| 94 |
-
{
|
| 95 |
-
"name": "Combat",
|
| 96 |
-
"file": "Combat"
|
| 97 |
-
},
|
| 98 |
{
|
| 99 |
"name": "Player Elimination",
|
| 100 |
"file": "PlayerElimination"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
-
"name": "
|
| 104 |
-
"file": "
|
| 105 |
-
},
|
| 106 |
-
{
|
| 107 |
-
"name": "Converters",
|
| 108 |
-
"file": "Converters"
|
| 109 |
},
|
| 110 |
{
|
| 111 |
"name": "Negotiation",
|
| 112 |
"file": "Negotiation"
|
| 113 |
},
|
| 114 |
{
|
| 115 |
-
"name": "
|
| 116 |
"file": "Converters"
|
| 117 |
},
|
| 118 |
{
|
| 119 |
-
"name": "
|
| 120 |
-
"file": "
|
| 121 |
-
},
|
| 122 |
-
{
|
| 123 |
-
"name": "Collaborative Actions",
|
| 124 |
-
"file": "CollaborativeActions"
|
| 125 |
},
|
| 126 |
{
|
| 127 |
-
"name": "
|
| 128 |
-
"file": "
|
| 129 |
},
|
| 130 |
{
|
| 131 |
-
"name": "
|
| 132 |
-
"file": "
|
| 133 |
},
|
| 134 |
{
|
| 135 |
-
"name": "
|
| 136 |
-
"file": "
|
| 137 |
},
|
| 138 |
{
|
| 139 |
-
"name": "
|
| 140 |
-
"file": "
|
| 141 |
},
|
| 142 |
{
|
| 143 |
-
"name": "
|
| 144 |
-
"file": "
|
| 145 |
},
|
| 146 |
{
|
| 147 |
"name": "Asymmetric Information",
|
| 148 |
"file": "AsymmetricInformation"
|
| 149 |
},
|
| 150 |
{
|
| 151 |
-
"name": "
|
| 152 |
-
"file": "
|
| 153 |
},
|
| 154 |
{
|
| 155 |
-
"name": "
|
| 156 |
-
"file": "
|
| 157 |
},
|
| 158 |
{
|
| 159 |
-
"name": "
|
| 160 |
-
"file": "
|
| 161 |
},
|
| 162 |
{
|
| 163 |
-
"name": "
|
| 164 |
-
"file": "
|
| 165 |
},
|
| 166 |
{
|
| 167 |
-
"name": "
|
| 168 |
-
"file": "
|
| 169 |
},
|
| 170 |
{
|
| 171 |
-
"name": "
|
| 172 |
-
"file": "
|
| 173 |
},
|
| 174 |
{
|
| 175 |
"name": "Rewards",
|
| 176 |
"file": "Rewards"
|
| 177 |
},
|
| 178 |
{
|
| 179 |
-
"name": "
|
| 180 |
-
"file": "
|
| 181 |
},
|
| 182 |
{
|
| 183 |
-
"name": "
|
| 184 |
-
"file": "
|
| 185 |
}
|
| 186 |
],
|
| 187 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 188 |
}
|
|
|
|
| 2 |
"pattern_name": "Bidding",
|
| 3 |
"description": "Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind.",
|
| 4 |
"content": [
|
| 5 |
+
"A [[Bidding]] instance is a process consisting of several parts: the bidding where players invest resources with the hope to achieve a certain game state, the determination of the outcome of these investments, and the distribution of possible rewards."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"For [[Bidding]] to be effective in a game, [[Resources]] usedhave to be of the [[Limited Resource]] kind, be it throughout the whole game or just for the specific [[Bidding]] instance. Although [[Resources]] in [[Bidding]] events are usually normal game elements, [[Bidding]] can also concern [[Area Control]] or the order in which players should perform [[Turn Taking]]. Players often have [[Direct Information]] to what is being bid about, in order to do [[Tradeoffs]] between what [[Resources]] they are using in the bidding and what [[Resources]] they can gain.",
|
| 9 |
+
"[[Bidding]] consists of two separate mechanisms: how the [[Bidding]] is conducted and how the outcome is determined. The mechanisms for conducting the [[Bidding]] can be separated into two categories, open and closed, based on the information available for the participants. Open [[Bidding]] means that the players have [[Symmetric Information]] about the amount of [[Resources]] the other players have used in the bid, whereas closed [[Bidding]] uses [[Asymmetric Information]]. It is also possible to use a hybrid system, where the size of the pot is known to all the players but the amount bid by individual players is not known.",
|
| 10 |
+
"The necessary decision for [[Bidding]] is to determine what mechanisms govern the order, if any, of the players doing the [[Bidding]] and if there is [[Negotiation]] between the players. The most common way, at least in card and board games, is that players place their bids in a predetermined sequence of [[Turn Taking]]: a round. Some games using this method also allow a player to pass the round, if need be, and in this case, the player can be out of the [[Bidding]] instance through [[Player Elimination]], as is the case in Poker, or still be able to participate in later phases. One [[Bidding]] instance can have several rounds, as again is the case in Poker, or there is a predetermined number of rounds, usually just one. [[Bidding]] instances with several rounds and some methods of [[Social Interaction]] between the players can often lead to [[Bluffing]]. If the [[Bidding]] does not have a predetermined number of rounds, there has to be some other form of end condition for the [[Bidding]] instance. Usually the end condition is that all players participating in the [[Bidding]] decide to end the [[Bidding]] round.",
|
| 11 |
+
"Another way of conducting the [[Bidding]] is not to have a specified order for the players but allow them to place the bids in any order. A common way to achieve this is to have just one [[Bidding]] round where players secretly placing their bids, and the bids are revealed as soon as all players have done their bids. In cases where there is a [[Dedicated Game Facilitator]], such as a computer program, it is also possible to have more complex versions of this kind of simultaneous [[Bidding]], where the players can also change their bids before the end of the [[Bidding]] instance. Usually this involves some kind of [[Asymmetric Information]] about the amount players bid or about the whole bid.",
|
| 12 |
+
"The next phase, how the outcome of the [[Bidding]] is determined, has two variants: that the pot is the reward and who wins it is determined in another way, or that the reward is specified outside the [[Bidding]] and the bid is used to determine the outcome. Poker and other [[Betting]] games are examples of the first variant: the whole bid is the reward and the value of the cards is used to determine who gets the [[Reward]]. Examples of the second variant are games using voting or auctions, as in both these cases the [[Reward]] itself is outside the bid. The first category assumes that the player bids are consumed or transferred after the determination of the outcome. This is not (necessarily) the case in the second category as, for example, in an auction, only the players getting the [[Reward]] lose their bids. [[Bidding]], especially in the form of voting, is often used in [[Player Decided Results.]]",
|
| 13 |
+
"There are two special cases of [[Bidding]]: auction and voting. Both auction and voting have characteristics where the game state the players are bidding on is actually the same as the [[Reward]]. In the case of the auction, the [[Reward]] is given to the player who has placed the highest bid, and in the case of voting, the majority of votes decide how the game state should change."
|
| 14 |
],
|
| 15 |
+
"consequences": [
|
| 16 |
+
"[[Bidding]] offers a way to achieve [[Transfer of Control]] of [[Resources]] through [[Collaborative Actions]] with [[Player Decided Results]]. This offers an alternative to [[Combat]] regarding how to achieve [[Gain Ownership]] or [[Eliminate]] goals. As [[Bidding]] nearly always is voluntarily, winning the bid is a [[Player Defined Goal]] concerning how much [[Resources]] one wants to spend on the [[Bidding]], and in the case of [[Bidding]] on different objects, what objects to get.",
|
| 17 |
+
"The act of [[Bidding]] involves making [[Investments]] and [[Risk/Reward]] considerations, and in some cases, can be affected by [[Bluffing]]. The [[Bidding]] is often a source of [[Competition]] between players, and the ability to use certain [[Resources]] in [[Bidding]] to gain others can be seen as a form of abstract [[Converter]]."
|
| 18 |
],
|
| 19 |
+
"relations": {
|
| 20 |
"Instantiates": [
|
| 21 |
"Converters",
|
| 22 |
"Competition",
|
|
|
|
| 53 |
],
|
| 54 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 55 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
| 56 |
{
|
| 57 |
"name": "Player Defined Goals",
|
| 58 |
"file": "PlayerDefinedGoals"
|
| 59 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 60 |
{
|
| 61 |
"name": "Player Elimination",
|
| 62 |
"file": "PlayerElimination"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
+
"name": "Bluffing",
|
| 66 |
+
"file": "Bluffing"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 67 |
},
|
| 68 |
{
|
| 69 |
"name": "Negotiation",
|
| 70 |
"file": "Negotiation"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
+
"name": "Converters",
|
| 74 |
"file": "Converters"
|
| 75 |
},
|
| 76 |
{
|
| 77 |
+
"name": "Gain Ownership",
|
| 78 |
+
"file": "GainOwnership"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 79 |
},
|
| 80 |
{
|
| 81 |
+
"name": "Symmetric Information",
|
| 82 |
+
"file": "SymmetricInformation"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
+
"name": "Cooperation",
|
| 86 |
+
"file": "Cooperation"
|
| 87 |
},
|
| 88 |
{
|
| 89 |
+
"name": "Turn Taking",
|
| 90 |
+
"file": "TurnTaking"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
+
"name": "Eliminate",
|
| 94 |
+
"file": "Eliminate"
|
| 95 |
},
|
| 96 |
{
|
| 97 |
+
"name": "Bidding",
|
| 98 |
+
"file": "Bidding"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
"name": "Asymmetric Information",
|
| 102 |
"file": "AsymmetricInformation"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
+
"name": "Betting",
|
| 106 |
+
"file": "Betting"
|
| 107 |
},
|
| 108 |
{
|
| 109 |
+
"name": "Direct Information",
|
| 110 |
+
"file": "DirectInformation"
|
| 111 |
},
|
| 112 |
{
|
| 113 |
+
"name": "Competition",
|
| 114 |
+
"file": "Competition"
|
| 115 |
},
|
| 116 |
{
|
| 117 |
+
"name": "Tradeoffs",
|
| 118 |
+
"file": "Tradeoffs"
|
| 119 |
},
|
| 120 |
{
|
| 121 |
+
"name": "Collaborative Actions",
|
| 122 |
+
"file": "CollaborativeActions"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
+
"name": "Resources",
|
| 126 |
+
"file": "Resources"
|
| 127 |
},
|
| 128 |
{
|
| 129 |
"name": "Rewards",
|
| 130 |
"file": "Rewards"
|
| 131 |
},
|
| 132 |
{
|
| 133 |
+
"name": "Area Control",
|
| 134 |
+
"file": "AreaControl"
|
| 135 |
},
|
| 136 |
{
|
| 137 |
+
"name": "Transfer of Control",
|
| 138 |
+
"file": "TransferofControl"
|
| 139 |
}
|
| 140 |
],
|
| 141 |
+
"pattern_id": "Bidding",
|
| 142 |
+
"playable_concept": "Not available yet",
|
| 143 |
+
"metadata": {
|
| 144 |
+
"version": "1.2",
|
| 145 |
+
"date_processed": "2025-04-24",
|
| 146 |
+
"source_file": "Bidding.htm",
|
| 147 |
+
"converter_version": "1.2"
|
| 148 |
+
}
|
| 149 |
}
|
Bluffing.json
CHANGED
|
@@ -2,18 +2,16 @@
|
|
| 2 |
"pattern_name": "Bluffing",
|
| 3 |
"description": "Players have a possibility to convey false information to other players in order to benefit from the situation.",
|
| 4 |
"content": [
|
| 5 |
-
"Usually the basic information for Bluffing is something about the current game state, as is the case in Poker. It is possible, however, that Bluffing concerns other game components such as past events and actions, players' goals, and even players' strategies and intentions. One of the simplest games of this kind of Bluffing is an iterated version of Paper-Rock-Scissors, where the players try to outguess the other player's action based on previous plays and social clues."
|
| 6 |
-
"Example: Poker uses Bluffing as one of the basic characteristics of the game. The players do not have direct information about the other players' hands but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. Bluffing in Poker thus means that the player is trying to give a false impression to other players about the actual value of his hand.",
|
| 7 |
-
"Example: The classic board game Diplomacy has all the information about positions of the players' armies and fleets available to all players. Bluffing in this game is based on giving the other players false information about the current strategies, goals, and agreements between the players. The game even has a specific diplomacy phase for giving the players the ability to scheme against other players."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"In order to have the possibility for bluffing, the game should have Asymmetric Information together with means of players giving each other Indirect Information about game components, that is, the players do not have direct access to the required information but can get it from other players, usually via Social Interaction. Games that have Symmetric Information as well as Direct Information about game elements limit the possibilities for Bluffing but can still have it concerning players' goals, strategies, and intentions. This, however, also requires that players have a possibility of some kind of cooperation and that the player actions can have an effect on the other players' position in the game. An example of a game not satisfying these requirements is a 100 Meter Dash, or almost any other sports race, where Bluffing seems to be almost impossible.",
|
| 11 |
-
"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."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"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."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
"Instantiates": [
|
| 18 |
"Risk/Reward",
|
| 19 |
"Betrayal",
|
|
@@ -49,81 +47,76 @@
|
|
| 49 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 50 |
"pattern_links": [
|
| 51 |
{
|
| 52 |
-
"name": "
|
| 53 |
-
"file": "
|
| 54 |
},
|
| 55 |
{
|
| 56 |
-
"name": "
|
| 57 |
-
"file": "
|
| 58 |
},
|
| 59 |
{
|
| 60 |
-
"name": "
|
| 61 |
-
"file": "
|
| 62 |
},
|
| 63 |
{
|
| 64 |
-
"name": "
|
| 65 |
-
"file": "
|
| 66 |
},
|
| 67 |
{
|
| 68 |
-
"name": "
|
| 69 |
-
"file": "
|
| 70 |
},
|
| 71 |
{
|
| 72 |
-
"name": "
|
| 73 |
-
"file": "
|
| 74 |
},
|
| 75 |
{
|
| 76 |
"name": "Betting",
|
| 77 |
"file": "Betting"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
-
"name": "
|
| 81 |
-
"file": "
|
| 82 |
-
},
|
| 83 |
-
{
|
| 84 |
-
"name": "Luck",
|
| 85 |
-
"file": "Luck"
|
| 86 |
-
},
|
| 87 |
-
{
|
| 88 |
-
"name": "Emotional Immersion",
|
| 89 |
-
"file": "EmotionalImmersion"
|
| 90 |
-
},
|
| 91 |
-
{
|
| 92 |
-
"name": "Bidding",
|
| 93 |
-
"file": "Bidding"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
-
"name": "
|
| 97 |
-
"file": "
|
| 98 |
},
|
| 99 |
{
|
| 100 |
-
"name": "
|
| 101 |
-
"file": "
|
| 102 |
},
|
| 103 |
{
|
| 104 |
-
"name": "
|
| 105 |
-
"file": "
|
| 106 |
},
|
| 107 |
{
|
| 108 |
-
"name": "
|
| 109 |
-
"file": "
|
| 110 |
},
|
| 111 |
{
|
| 112 |
-
"name": "
|
| 113 |
-
"file": "
|
| 114 |
},
|
| 115 |
{
|
| 116 |
-
"name": "
|
| 117 |
-
"file": "
|
| 118 |
},
|
| 119 |
{
|
| 120 |
-
"name": "
|
| 121 |
-
"file": "
|
| 122 |
},
|
| 123 |
{
|
| 124 |
-
"name": "
|
| 125 |
-
"file": "
|
| 126 |
}
|
| 127 |
],
|
| 128 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 129 |
}
|
|
|
|
| 2 |
"pattern_name": "Bluffing",
|
| 3 |
"description": "Players have a possibility to convey false information to other players in order to benefit from the situation.",
|
| 4 |
"content": [
|
| 5 |
+
"Usually the basic information for [[Bluffing]] is something about the current game state, as is the case in Poker. It is possible, however, that [[Bluffing]] concerns other game components such as past events and actions, players' goals, and even players' strategies and intentions. One of the simplest games of this kind of [[Bluffing]] is an iterated version of [[Paper-Rock-Scissors]], where the players try to outguess the other player's action based on previous plays and social clues."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"In order to have the possibility for bluffing, the game should have [[Asymmetric Information]] together with means of players giving each other [[Indirect Information]] about game components, that is, the players do not have direct access to the required information but can get it from other players, usually via [[Social Interaction]]. Games that have [[Symmetric Information]] as well as [[Direct Information]] about game elements limit the possibilities for [[Bluffing]] but can still have it concerning players' goals, strategies, and intentions. This, however, also requires that players have a possibility of some kind of cooperation and that the player actions can have an effect on the other players' position in the game. An example of a game not satisfying these requirements is a 100 Meter Dash, or almost any other sports race, where [[Bluffing]] seems to be almost impossible.",
|
| 9 |
+
"[[Bluffing]] is possible in almost all cases of [[Negotiation]] and can be used to avoid situations where [[Randomness]] would normally let players feel [[Luck]], since [[Bluffing]] can add a level of social skill even on totally random situations. Common examples where [[Bluffing]] is usually possible include [[Trading]], [[Betting]], and [[Bidding]]. An explicit type of game element that can be used for [[Bluffing]] is [[Alarms]] when these can be activated by players' actions."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"The possibility of [[Bluffing]] in games creates uncertainty about results and thereby [[Tension,]] especially for a [[Bluffing]] player. [[Bluffing]] modulates [[Social Interaction]] between players, and players bluffing must be able to control their [[Emotional Immersion]], especially if the game is played in a face-to-face situation. Even though a face-to-face situation is beneficial for this type of game, it is not a requirement. As long as the possibilities and channels for [[Negotiation]] exist, there is a possibility for [[Bluffing]]. [[Bluffing]] in most cases leads to at least a possibility of [[Betrayal]]."
|
| 13 |
],
|
| 14 |
+
"relations": {
|
| 15 |
"Instantiates": [
|
| 16 |
"Risk/Reward",
|
| 17 |
"Betrayal",
|
|
|
|
| 47 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 48 |
"pattern_links": [
|
| 49 |
{
|
| 50 |
+
"name": "Negotiation",
|
| 51 |
+
"file": "Negotiation"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
+
"name": "Risk/Reward",
|
| 55 |
+
"file": "RiskReward"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Bidding",
|
| 59 |
+
"file": "Bidding"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Trading",
|
| 63 |
+
"file": "Trading"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Tension",
|
| 67 |
+
"file": "Tension"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
+
"name": "Social Interaction",
|
| 71 |
+
"file": "SocialInteraction"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
"name": "Betting",
|
| 75 |
"file": "Betting"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Asymmetric Information",
|
| 79 |
+
"file": "AsymmetricInformation"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Betrayal",
|
| 83 |
+
"file": "Betrayal"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
+
"name": "Indirect Information",
|
| 87 |
+
"file": "IndirectInformation"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Bluffing",
|
| 91 |
+
"file": "Bluffing"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
+
"name": "Symmetric Information",
|
| 95 |
+
"file": "SymmetricInformation"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
+
"name": "Luck",
|
| 99 |
+
"file": "Luck"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
+
"name": "Emotional Immersion",
|
| 103 |
+
"file": "EmotionalImmersion"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
+
"name": "Direct Information",
|
| 107 |
+
"file": "DirectInformation"
|
| 108 |
},
|
| 109 |
{
|
| 110 |
+
"name": "Alarms",
|
| 111 |
+
"file": "Alarms"
|
| 112 |
}
|
| 113 |
],
|
| 114 |
+
"pattern_id": "Bluffing",
|
| 115 |
+
"playable_concept": "Not available yet",
|
| 116 |
+
"metadata": {
|
| 117 |
+
"version": "1.2",
|
| 118 |
+
"date_processed": "2025-04-24",
|
| 119 |
+
"source_file": "Bluffing.htm",
|
| 120 |
+
"converter_version": "1.2"
|
| 121 |
+
}
|
| 122 |
}
|
Book-KeepingTokens.json
CHANGED
|
@@ -2,17 +2,16 @@
|
|
| 2 |
"pattern_name": "Book-Keeping Tokens",
|
| 3 |
"description": "Game elements that do not represent concrete objects in the game world but instead holds specific parts of the game state.",
|
| 4 |
"content": [
|
| 5 |
-
"Game states that at least partially represent abstract values require that games have some way to store the information. This can be done by using computers or humans that have to remember the information, but when computers are not available many games have Book-Keeping Tokens to let players focus on the gameplay rather than the manipulating objects to keep track of the game state."
|
| 6 |
-
"Example: Puerto Rico has the role of governor that is passed among players. To help players keep track of their roles a small governor card is past to the player who currently is the governor."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Book-Keeping Tokens allow more complex game states in Self-Facilitated Games without having to do Memorizing. However, they require players to do Extra-Game Actions that resemble Resource Management but without any Freedom of Choice. As this requires Attention Swapping from the actual gameplay, Book-Keeping Tokens can negatively affect all kinds of Immersion, except Cognitive Immersion.",
|
| 10 |
-
"Book-Keeping Tokens can be the Focus Loci of actions not associated with game elements in Game Worlds."
|
| 11 |
],
|
| 12 |
-
"
|
| 13 |
-
"The values of the game state dictate most of the design requirements of Book-Keeping Tokens. However, game designers have options if the Book-Keeping Tokens should be used to provide the players with Imperfect Information, typically by Cards, or if they should be Public Information and give players a Game State Overview. The latter can support Cognitive Immersion as it gives Stimulated Planning."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
"Instantiates": [
|
| 17 |
"Attention Swapping",
|
| 18 |
"Cognitive Immersion",
|
|
@@ -40,69 +39,60 @@
|
|
| 40 |
"label": "5. Game Design Patterns for Game Elements",
|
| 41 |
"pattern_links": [
|
| 42 |
{
|
| 43 |
-
"name": "
|
| 44 |
-
"file": "
|
| 45 |
},
|
| 46 |
{
|
| 47 |
-
"name": "Game
|
| 48 |
-
"file": "
|
| 49 |
},
|
| 50 |
{
|
| 51 |
-
"name": "
|
| 52 |
-
"file": "
|
| 53 |
},
|
| 54 |
{
|
| 55 |
-
"name": "
|
| 56 |
-
"file": "
|
| 57 |
},
|
| 58 |
{
|
| 59 |
-
"name": "
|
| 60 |
-
"file": "
|
| 61 |
},
|
| 62 |
{
|
| 63 |
"name": "Memorizing",
|
| 64 |
"file": "Memorizing"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
-
"name": "
|
| 68 |
-
"file": "
|
| 69 |
-
},
|
| 70 |
-
{
|
| 71 |
-
"name": "Immersion",
|
| 72 |
-
"file": "Immersion"
|
| 73 |
},
|
| 74 |
{
|
| 75 |
"name": "Public Information",
|
| 76 |
"file": "PublicInformation"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
-
"file": "
|
| 81 |
},
|
| 82 |
{
|
| 83 |
"name": "Stimulated Planning",
|
| 84 |
"file": "StimulatedPlanning"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
-
},
|
| 90 |
-
{
|
| 91 |
-
"name": "Imperfect Information",
|
| 92 |
-
"file": "ImperfectInformation"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
"name": "Cards",
|
| 96 |
"file": "Cards"
|
| 97 |
-
},
|
| 98 |
-
{
|
| 99 |
-
"name": "Resource Management",
|
| 100 |
-
"file": "ResourceManagement"
|
| 101 |
-
},
|
| 102 |
-
{
|
| 103 |
-
"name": "Extra-Game Actions",
|
| 104 |
-
"file": "Extra-GameActions"
|
| 105 |
}
|
| 106 |
],
|
| 107 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 108 |
}
|
|
|
|
| 2 |
"pattern_name": "Book-Keeping Tokens",
|
| 3 |
"description": "Game elements that do not represent concrete objects in the game world but instead holds specific parts of the game state.",
|
| 4 |
"content": [
|
| 5 |
+
"Game states that at least partially represent abstract values require that games have some way to store the information. This can be done by using computers or humans that have to remember the information, but when computers are not available many games have [[Book-Keeping Tokens]] to let players focus on the gameplay rather than the manipulating objects to keep track of the game state."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Book-Keeping Tokens]] allow more complex game states in [[Self-Facilitated Games]] without having to do [[Memorizing]]. However, they require players to do [[Extra-Game Actions]] that resemble [[Resource Management]] but without any [[Freedom of Choice]]. As this requires [[Attention Swapping]] from the actual gameplay, [[Book-Keeping Tokens]] can negatively affect all kinds of [[Immersion]], except [[Cognitive Immersion]].",
|
| 9 |
+
"[[Book-Keeping Tokens]] can be the [[Focus Loci]] of actions not associated with game elements in [[Game Worlds]]."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"The values of the game state dictate most of the design requirements of [[Book-Keeping Tokens]]. However, game designers have options if the [[Book-Keeping Tokens]] should be used to provide the players with [[Imperfect Information]], typically by [[Cards]], or if they should be [[Public Information]] and give players a [[Game State Overview]]. The latter can support [[Cognitive Immersion]] as it gives [[Stimulated Planning]]."
|
| 13 |
],
|
| 14 |
+
"relations": {
|
| 15 |
"Instantiates": [
|
| 16 |
"Attention Swapping",
|
| 17 |
"Cognitive Immersion",
|
|
|
|
| 39 |
"label": "5. Game Design Patterns for Game Elements",
|
| 40 |
"pattern_links": [
|
| 41 |
{
|
| 42 |
+
"name": "Cognitive Immersion",
|
| 43 |
+
"file": "CognitiveImmersion"
|
| 44 |
},
|
| 45 |
{
|
| 46 |
+
"name": "Game State Overview",
|
| 47 |
+
"file": "GameStateOverview"
|
| 48 |
},
|
| 49 |
{
|
| 50 |
+
"name": "Attention Swapping",
|
| 51 |
+
"file": "AttentionSwapping"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
+
"name": "Extra-Game Actions",
|
| 55 |
+
"file": "Extra-GameActions"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Focus Loci",
|
| 59 |
+
"file": "FocusLoci"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
"name": "Memorizing",
|
| 63 |
"file": "Memorizing"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Imperfect Information",
|
| 67 |
+
"file": "ImperfectInformation"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 68 |
},
|
| 69 |
{
|
| 70 |
"name": "Public Information",
|
| 71 |
"file": "PublicInformation"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Resource Management",
|
| 75 |
+
"file": "ResourceManagement"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
"name": "Stimulated Planning",
|
| 79 |
"file": "StimulatedPlanning"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Immersion",
|
| 83 |
+
"file": "Immersion"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 84 |
},
|
| 85 |
{
|
| 86 |
"name": "Cards",
|
| 87 |
"file": "Cards"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 88 |
}
|
| 89 |
],
|
| 90 |
+
"pattern_id": "Book-KeepingTokens",
|
| 91 |
+
"playable_concept": "Not available yet",
|
| 92 |
+
"metadata": {
|
| 93 |
+
"version": "1.2",
|
| 94 |
+
"date_processed": "2025-04-24",
|
| 95 |
+
"source_file": "Book-KeepingTokens.htm",
|
| 96 |
+
"converter_version": "1.2"
|
| 97 |
+
}
|
| 98 |
}
|
BossMonsters.json
CHANGED
|
@@ -2,17 +2,16 @@
|
|
| 2 |
"pattern_name": "Boss Monsters",
|
| 3 |
"description": "A more powerful enemy the players have to overcome to reach certain goals in the game.",
|
| 4 |
"content": [
|
| 5 |
-
"Sometimes defeating the Boss Monster can be a goal in itself, but usually Boss Monsters are used as subgoals in the game and the high-level goal is of another type of goal. Boss Monsters are almost always used to structure the progress of the game."
|
| 6 |
-
"Example: The games in The Legend of Zelda series are almost totally structured around defeating Boss Monsters in order to progress in the game and to reach the high-level goals of the game."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Defeating the Boss Monster typically uses Eliminate modulated with some version of Overcome goal patterns. For example, in a tabletop roleplaying game, defeating the evil dragon guarding the princess consists of several rounds of tests of skills and attributes of the players until the dragon is dead. As previously mentioned, the Boss Monster is used as a subgoal to signify reaching a high-level goal, as is the case in the previous roleplaying example:Eliminating the dragon is a subgoal for Rescuing the princess. It is common for Boss Monsters to have some form of Achilles' Heel that allows players to have an easier way to defeat them.",
|
| 10 |
-
"Boss Monsters are usually an integral part of Narrative Structures and sometimes they are the main motivation for the player to progress in the game. That is why there is a need to carefully consider how to fit the nature, history, abilities, and even the audiovisual representation of the Boss Monsters to the Alternative Reality of the game."
|
| 11 |
],
|
| 12 |
-
"
|
| 13 |
-
"Boss Monsters are used to structure the progress in the Hierarchy of Goals so that Higher-Level Closures as Gameplay Progresses occur, and they typically signify the end of Levels. Defeating the Boss Monster creates a more significant closure associated with the progress in the game. The Boss Monster can be used to modulate the Tension in the overall game and is a natural part in the Narrative Structure of the game, as it can be seen as an end climax for a narrative section."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
"Instantiates": [
|
| 17 |
"Overcome",
|
| 18 |
"Tension",
|
|
@@ -35,62 +34,45 @@
|
|
| 35 |
],
|
| 36 |
"label": "5. Game Design Patterns for Game Elements",
|
| 37 |
"pattern_links": [
|
| 38 |
-
{
|
| 39 |
-
"name": "Rescue",
|
| 40 |
-
"file": "Rescue"
|
| 41 |
-
},
|
| 42 |
-
{
|
| 43 |
-
"name": "Tension",
|
| 44 |
-
"file": "Tension"
|
| 45 |
-
},
|
| 46 |
{
|
| 47 |
"name": "Boss Monsters",
|
| 48 |
"file": "BossMonsters"
|
| 49 |
},
|
| 50 |
{
|
| 51 |
-
"name": "
|
| 52 |
-
"file": "
|
| 53 |
-
},
|
| 54 |
-
{
|
| 55 |
-
"name": "Eliminate",
|
| 56 |
-
"file": "Eliminate"
|
| 57 |
-
},
|
| 58 |
-
{
|
| 59 |
-
"name": "Overcome",
|
| 60 |
-
"file": "Overcome"
|
| 61 |
-
},
|
| 62 |
-
{
|
| 63 |
-
"name": "Narrative Structures",
|
| 64 |
-
"file": "NarrativeStructures"
|
| 65 |
-
},
|
| 66 |
-
{
|
| 67 |
-
"name": "Boss Monster",
|
| 68 |
-
"file": "BossMonsters"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
-
"file": "
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
},
|
| 90 |
{
|
| 91 |
-
"name": "Achilles'
|
| 92 |
"file": "Achilles'Heels"
|
| 93 |
}
|
| 94 |
],
|
| 95 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 96 |
}
|
|
|
|
| 2 |
"pattern_name": "Boss Monsters",
|
| 3 |
"description": "A more powerful enemy the players have to overcome to reach certain goals in the game.",
|
| 4 |
"content": [
|
| 5 |
+
"Sometimes defeating the [[Boss Monster]] can be a goal in itself, but usually [[Boss Monsters]] are used as subgoals in the game and the high-level goal is of another type of goal. [[Boss Monsters]] are almost always used to structure the progress of the game."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"Defeating the [[Boss Monster]] typically uses [[Eliminate]] modulated with some version of [[Overcome]] goal patterns. For example, in a tabletop roleplaying game, defeating the evil dragon guarding the princess consists of several rounds of tests of skills and attributes of the players until the dragon is dead. As previously mentioned, the [[Boss Monster]] is used as a subgoal to signify reaching a high-level goal, as is the case in the previous roleplaying example:Eliminating the dragon is a subgoal for Rescuing the princess. It is common for [[Boss Monsters]] to have some form of [[Achilles' Heel]] that allows players to have an easier way to defeat them.",
|
| 9 |
+
"[[Boss Monsters]] are usually an integral part of [[Narrative Structures]] and sometimes they are the main motivation for the player to progress in the game. That is why there is a need to carefully consider how to fit the nature, history, abilities, and even the audiovisual representation of the [[Boss Monsters]] to the [[Alternative Reality]] of the game."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Boss Monsters]] are used to structure the progress in the [[Hierarchy of Goals]] so that [[Higher-Level Closures as Gameplay Progresses]] occur, and they typically signify the end of [[Levels]]. Defeating the [[Boss Monster]] creates a more significant closure associated with the progress in the game. The [[Boss Monster]] can be used to modulate the [[Tension]] in the overall game and is a natural part in the [[Narrative Structure]] of the game, as it can be seen as an end climax for a narrative section."
|
| 13 |
],
|
| 14 |
+
"relations": {
|
| 15 |
"Instantiates": [
|
| 16 |
"Overcome",
|
| 17 |
"Tension",
|
|
|
|
| 34 |
],
|
| 35 |
"label": "5. Game Design Patterns for Game Elements",
|
| 36 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 37 |
{
|
| 38 |
"name": "Boss Monsters",
|
| 39 |
"file": "BossMonsters"
|
| 40 |
},
|
| 41 |
{
|
| 42 |
+
"name": "Levels",
|
| 43 |
+
"file": "Levels"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 44 |
},
|
| 45 |
{
|
| 46 |
+
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 47 |
+
"file": "Higher-LevelClosuresasGameplayProgresses"
|
| 48 |
},
|
| 49 |
{
|
| 50 |
+
"name": "Eliminate",
|
| 51 |
+
"file": "Eliminate"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
+
"name": "Rescue",
|
| 55 |
+
"file": "Rescue"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Tension",
|
| 59 |
+
"file": "Tension"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Overcome",
|
| 63 |
+
"file": "Overcome"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Achilles' Heels",
|
| 67 |
"file": "Achilles'Heels"
|
| 68 |
}
|
| 69 |
],
|
| 70 |
+
"pattern_id": "BossMonsters",
|
| 71 |
+
"playable_concept": "Not available yet",
|
| 72 |
+
"metadata": {
|
| 73 |
+
"version": "1.2",
|
| 74 |
+
"date_processed": "2025-04-24",
|
| 75 |
+
"source_file": "BossMonsters.htm",
|
| 76 |
+
"converter_version": "1.2"
|
| 77 |
+
}
|
| 78 |
}
|
BudgetedActionPoints.json
CHANGED
|
@@ -2,22 +2,19 @@
|
|
| 2 |
"pattern_name": "Budgeted Action Points",
|
| 3 |
"description": "Points that are used by players to do actions during their turns.",
|
| 4 |
"content": [
|
| 5 |
-
"Budgeted Action Points are a way to let players decide from turn to turn which actions they want to perform. Usually they not only let players have alternatives to choose from but also allow them to perform the same actions several times if wished but at the expense of not then being able to do other actions.",
|
| 6 |
-
"A form of Budgeted Action Points is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value and this value slowly increases until it has reached a maximum point. This means that the amount of uses of the action during a certain amount of time is limited but players can save up points in order to use the actions several times quickly after one another."
|
| 7 |
-
"Example: the board game Space Hulk has a limited set of action points for each unit in the game. For the player controlling genestealers these action points are used for moving, turning, and attacking in close combat while the player controlling the space marines can use them for these activities and additionally to shoot and reload weapons.",
|
| 8 |
-
"Example: play-by-mail games and other tick-based games let players record what actions they want to do and send them to the game facilitator. In order to make games manageable and not grow exponentially in complexity the number of actions each player can use is set to a certain limit.",
|
| 9 |
-
"Example: calling air strikes, producing ammunition boxes, or handing out health packs in Return to Castle Wolfenstein: Enemy Territory all requires resources from the players doing the actions. These resources are limited by are regained over time, letting players choose between continuously doing the actions at regular intervals or saving up to do several of them in a short time span."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"The selection of possible actions which can be paid by the Budgeted Action Points can be any kind of action that is part of the overall game play, but Varied Gameplay and Tradeoffs can be encouraged by having heterogeneous groups. Budgeted Action Points can be used to give players Limited Resources for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select Skill levels or sets of advantages and disadvantages for Characters. For Budgeted Action Points that are used during gameplay, common possible actions include: Movement with different costsfor different terrain and Unit types to create Movement Limitations; different forms of actions related to Combat; and, actions that refill Renewable Resources such as healing or repairing.",
|
| 13 |
-
"Budgeted Action Points can have Balancing Effects on powerful abilities since these may cost more points and not be usable so often. Further, the impact of New Abilities or Privileged Abilities is lessened when used together with Budgeted Action Points as using them requires players to not use other actions."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
-
"Budgeted Action Points are Resources which gives players a Freedom of Choice within a Limited Set of Actions. The points are a form of Renewable Resources which requires players to continuously do Resource Management and Tradeoffs between the different possible actions available.",
|
| 17 |
-
"Turn-Based Games and Tick-Based Games can have Budgeted Action Points on two levels. On the strategic level, Budgeted Action Points are used to do Investment either in technology to give new Units with Privileged Abilities or in production to create new Units,Producers, or Converters. On a tactical level, Budgeted Action Points are given to each Unit at the start of the turn and most Units usually have a basic common set of actions with special Units have additional choices. The presence of Budgeted Action Points in Turn-Based Games typically causes Cognitive Immersion and Analysis Paralysis.",
|
| 18 |
-
"Budgeted Action Points in Real-Time Games are usually optional and are shown as through a Status Indicator."
|
| 19 |
],
|
| 20 |
-
"
|
| 21 |
"Instantiates": [
|
| 22 |
"Cognitive Immersion",
|
| 23 |
"Movement Limitations",
|
|
@@ -57,129 +54,96 @@
|
|
| 57 |
"label": "8. Actions and Events Patterns",
|
| 58 |
"pattern_links": [
|
| 59 |
{
|
| 60 |
-
"name": "
|
| 61 |
-
"file": "
|
| 62 |
-
},
|
| 63 |
-
{
|
| 64 |
-
"name": "Status Indicator",
|
| 65 |
-
"file": "StatusIndicators"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
-
"name": "
|
| 69 |
-
"file": "
|
| 70 |
},
|
| 71 |
{
|
| 72 |
-
"name": "
|
| 73 |
-
"file": "
|
| 74 |
},
|
| 75 |
{
|
| 76 |
-
"name": "
|
| 77 |
"file": "Skills"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
-
"name": "
|
| 81 |
-
"file": "
|
| 82 |
-
},
|
| 83 |
-
{
|
| 84 |
-
"name": "Limited Set of Actions",
|
| 85 |
-
"file": "LimitedSetofActions"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
-
"name": "
|
| 89 |
-
"file": "
|
| 90 |
},
|
| 91 |
{
|
| 92 |
"name": "Combat",
|
| 93 |
"file": "Combat"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
-
"name": "
|
| 97 |
-
"file": "
|
| 98 |
-
},
|
| 99 |
-
{
|
| 100 |
-
"name": "Converters",
|
| 101 |
-
"file": "Converters"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
-
"name": "
|
| 105 |
-
"file": "
|
| 106 |
},
|
| 107 |
{
|
| 108 |
-
"name": "
|
| 109 |
-
"file": "
|
| 110 |
},
|
| 111 |
{
|
| 112 |
-
"name": "
|
| 113 |
-
"file": "
|
| 114 |
},
|
| 115 |
{
|
| 116 |
"name": "Cognitive Immersion",
|
| 117 |
"file": "CognitiveImmersion"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
-
"name": "
|
| 121 |
-
"file": "
|
| 122 |
},
|
| 123 |
{
|
| 124 |
"name": "Real-Time Games",
|
| 125 |
"file": "Real-TimeGames"
|
| 126 |
},
|
| 127 |
-
{
|
| 128 |
-
"name": "Resource Management",
|
| 129 |
-
"file": "ResourceManagement"
|
| 130 |
-
},
|
| 131 |
-
{
|
| 132 |
-
"name": "Varied Gameplay",
|
| 133 |
-
"file": "VariedGameplay"
|
| 134 |
-
},
|
| 135 |
-
{
|
| 136 |
-
"name": "Producers",
|
| 137 |
-
"file": "Producers"
|
| 138 |
-
},
|
| 139 |
-
{
|
| 140 |
-
"name": "Tradeoffs",
|
| 141 |
-
"file": "Tradeoffs"
|
| 142 |
-
},
|
| 143 |
-
{
|
| 144 |
-
"name": "Resources",
|
| 145 |
-
"file": "Resources"
|
| 146 |
-
},
|
| 147 |
-
{
|
| 148 |
-
"name": "Tick-Based Games",
|
| 149 |
-
"file": "Tick-BasedGames"
|
| 150 |
-
},
|
| 151 |
-
{
|
| 152 |
-
"name": "Budgeted Action Points",
|
| 153 |
-
"file": "BudgetedActionPoints"
|
| 154 |
-
},
|
| 155 |
{
|
| 156 |
"name": "Analysis Paralysis",
|
| 157 |
"file": "AnalysisParalysis"
|
| 158 |
},
|
| 159 |
{
|
| 160 |
-
"name": "
|
| 161 |
-
"file": "
|
| 162 |
},
|
| 163 |
{
|
| 164 |
"name": "Balancing Effects",
|
| 165 |
"file": "BalancingEffects"
|
| 166 |
},
|
| 167 |
{
|
| 168 |
-
"name": "
|
| 169 |
-
"file": "
|
| 170 |
},
|
| 171 |
{
|
| 172 |
-
"name": "
|
| 173 |
-
"file": "
|
| 174 |
},
|
| 175 |
{
|
| 176 |
-
"name": "
|
| 177 |
-
"file": "
|
| 178 |
},
|
| 179 |
{
|
| 180 |
-
"name": "
|
| 181 |
-
"file": "
|
| 182 |
}
|
| 183 |
],
|
| 184 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 185 |
}
|
|
|
|
| 2 |
"pattern_name": "Budgeted Action Points",
|
| 3 |
"description": "Points that are used by players to do actions during their turns.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Budgeted Action Points]] are a way to let players decide from turn to turn which actions they want to perform. Usually they not only let players have alternatives to choose from but also allow them to perform the same actions several times if wished but at the expense of not then being able to do other actions.",
|
| 6 |
+
"A form of [[Budgeted Action Points]] is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value and this value slowly increases until it has reached a maximum point. This means that the amount of uses of the action during a certain amount of time is limited but players can save up points in order to use the actions several times quickly after one another."
|
|
|
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
+
"using_the_pattern": [
|
| 9 |
+
"The selection of possible actions which can be paid by the [[Budgeted Action Points]] can be any kind of action that is part of the overall game play, but [[Varied Gameplay]] and [[Tradeoffs]] can be encouraged by having heterogeneous groups. [[Budgeted Action Points]] can be used to give players [[Limited Resources]] for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select [[Skill]] levels or sets of advantages and disadvantages for [[Characters]]. For [[Budgeted Action Points]] that are used during gameplay, common possible actions include: [[Movement]] with different costsfor different terrain and [[Unit]] types to create [[Movement Limitations]]; different forms of actions related to [[Combat]]; and, actions that refill [[Renewable Resources]] such as healing or repairing.",
|
| 10 |
+
"[[Budgeted Action Points]] can have [[Balancing Effects]] on powerful abilities since these may cost more points and not be usable so often. Further, the impact of [[New Abilities]] or [[Privileged Abilities]] is lessened when used together with [[Budgeted Action Points]] as using them requires players to not use other actions."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"[[Budgeted Action Points]] are [[Resources]] which gives players a [[Freedom of Choice]] within a [[Limited Set of Actions]]. The points are a form of [[Renewable Resources]] which requires players to continuously do [[Resource Management]] and [[Tradeoffs]] between the different possible actions available.",
|
| 14 |
+
"[[Turn-Based Games]] and [[Tick-Based Games]] can have [[Budgeted Action Points]] on two levels. On the strategic level, [[Budgeted Action Points]] are used to do [[Investment]] either in technology to give new [[Units]] with [[Privileged Abilities]] or in production to create new [[Units]],[[Producers]], or [[Converters]]. On a tactical level, [[Budgeted Action Points]] are given to each [[Unit]] at the start of the turn and most [[Units]] usually have a basic common set of actions with special [[Units]] have additional choices. The presence of [[Budgeted Action Points]] in [[Turn-Based Games]] typically causes [[Cognitive Immersion]] and [[Analysis Paralysis]].",
|
| 15 |
+
"[[Budgeted Action Points]] in [[Real-Time Games]] are usually optional and are shown as through a [[Status Indicator]]."
|
| 16 |
],
|
| 17 |
+
"relations": {
|
| 18 |
"Instantiates": [
|
| 19 |
"Cognitive Immersion",
|
| 20 |
"Movement Limitations",
|
|
|
|
| 54 |
"label": "8. Actions and Events Patterns",
|
| 55 |
"pattern_links": [
|
| 56 |
{
|
| 57 |
+
"name": "Characters",
|
| 58 |
+
"file": "Characters"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 59 |
},
|
| 60 |
{
|
| 61 |
+
"name": "Varied Gameplay",
|
| 62 |
+
"file": "VariedGameplay"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
+
"name": "Turn-Based Games",
|
| 66 |
+
"file": "Turn-BasedGames"
|
| 67 |
},
|
| 68 |
{
|
| 69 |
+
"name": "Skills",
|
| 70 |
"file": "Skills"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
+
"name": "Privileged Abilities",
|
| 74 |
+
"file": "PrivilegedAbilities"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 75 |
},
|
| 76 |
{
|
| 77 |
+
"name": "Movement",
|
| 78 |
+
"file": "Movement"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
"name": "Combat",
|
| 82 |
"file": "Combat"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
+
"name": "Investments",
|
| 86 |
+
"file": "Investments"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 87 |
},
|
| 88 |
{
|
| 89 |
+
"name": "Renewable Resources",
|
| 90 |
+
"file": "RenewableResources"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
+
"name": "Limited Resources",
|
| 94 |
+
"file": "LimitedResources"
|
| 95 |
},
|
| 96 |
{
|
| 97 |
+
"name": "Movement Limitations",
|
| 98 |
+
"file": "MovementLimitations"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
"name": "Cognitive Immersion",
|
| 102 |
"file": "CognitiveImmersion"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
+
"name": "Status Indicators",
|
| 106 |
+
"file": "StatusIndicators"
|
| 107 |
},
|
| 108 |
{
|
| 109 |
"name": "Real-Time Games",
|
| 110 |
"file": "Real-TimeGames"
|
| 111 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 112 |
{
|
| 113 |
"name": "Analysis Paralysis",
|
| 114 |
"file": "AnalysisParalysis"
|
| 115 |
},
|
| 116 |
{
|
| 117 |
+
"name": "New Abilities",
|
| 118 |
+
"file": "NewAbilities"
|
| 119 |
},
|
| 120 |
{
|
| 121 |
"name": "Balancing Effects",
|
| 122 |
"file": "BalancingEffects"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
+
"name": "Tradeoffs",
|
| 126 |
+
"file": "Tradeoffs"
|
| 127 |
},
|
| 128 |
{
|
| 129 |
+
"name": "Resources",
|
| 130 |
+
"file": "Resources"
|
| 131 |
},
|
| 132 |
{
|
| 133 |
+
"name": "Freedom of Choice",
|
| 134 |
+
"file": "FreedomofChoice"
|
| 135 |
},
|
| 136 |
{
|
| 137 |
+
"name": "Tick-Based Games",
|
| 138 |
+
"file": "Tick-BasedGames"
|
| 139 |
}
|
| 140 |
],
|
| 141 |
+
"pattern_id": "BudgetedActionPoints",
|
| 142 |
+
"playable_concept": "Not available yet",
|
| 143 |
+
"metadata": {
|
| 144 |
+
"version": "1.2",
|
| 145 |
+
"date_processed": "2025-04-24",
|
| 146 |
+
"source_file": "BudgetedActionPoints.htm",
|
| 147 |
+
"converter_version": "1.2"
|
| 148 |
+
}
|
| 149 |
}
|
Buttons.json
CHANGED
|
@@ -1,16 +1,14 @@
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Buttons",
|
| 3 |
"description": "Buttons are game elements, which players can use to activate events or actions in the game world.",
|
| 4 |
-
"content": [
|
| 5 |
-
|
|
|
|
| 6 |
],
|
| 7 |
-
"
|
| 8 |
-
"Buttons
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"Buttons are simple Controllers that allow for a limited range of actions. Their use is trivial to understand, although the effect of activating a Button may be complex and have long-term consequences."
|
| 12 |
-
],
|
| 13 |
-
"Relations": {
|
| 14 |
"Instantiates": [
|
| 15 |
"Controllers"
|
| 16 |
],
|
|
@@ -28,8 +26,8 @@
|
|
| 28 |
"label": "5. Game Design Patterns for Game Elements",
|
| 29 |
"pattern_links": [
|
| 30 |
{
|
| 31 |
-
"name": "
|
| 32 |
-
"file": "
|
| 33 |
},
|
| 34 |
{
|
| 35 |
"name": "Controllers",
|
|
@@ -38,15 +36,14 @@
|
|
| 38 |
{
|
| 39 |
"name": "Irreversible Actions",
|
| 40 |
"file": "IrreversibleActions"
|
| 41 |
-
},
|
| 42 |
-
{
|
| 43 |
-
"name": "Reversability",
|
| 44 |
-
"file": "Reversability"
|
| 45 |
-
},
|
| 46 |
-
{
|
| 47 |
-
"name": "Buttons",
|
| 48 |
-
"file": "Buttons"
|
| 49 |
}
|
| 50 |
],
|
| 51 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 52 |
}
|
|
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Buttons",
|
| 3 |
"description": "Buttons are game elements, which players can use to activate events or actions in the game world.",
|
| 4 |
+
"content": [],
|
| 5 |
+
"using_the_pattern": [
|
| 6 |
+
"[[Buttons]] can be sticky, i. e. they stay pressed allowing the players to know if the [[Button]] is activated or not. If the [[Button]] can be pressed again to inactivate it, this can be used to create [[Reversability]], while those that cannot be changed back enforce [[Irreversible Actions]]. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open."
|
| 7 |
],
|
| 8 |
+
"consequences": [
|
| 9 |
+
"[[Buttons]] are simple [[Controllers]] that allow for a limited range of actions. Their use is trivial to understand, although the effect of activating a [[Button]] may be complex and have long-term consequences."
|
| 10 |
],
|
| 11 |
+
"relations": {
|
|
|
|
|
|
|
|
|
|
| 12 |
"Instantiates": [
|
| 13 |
"Controllers"
|
| 14 |
],
|
|
|
|
| 26 |
"label": "5. Game Design Patterns for Game Elements",
|
| 27 |
"pattern_links": [
|
| 28 |
{
|
| 29 |
+
"name": "Reversability",
|
| 30 |
+
"file": "Reversability"
|
| 31 |
},
|
| 32 |
{
|
| 33 |
"name": "Controllers",
|
|
|
|
| 36 |
{
|
| 37 |
"name": "Irreversible Actions",
|
| 38 |
"file": "IrreversibleActions"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 39 |
}
|
| 40 |
],
|
| 41 |
+
"pattern_id": "Buttons",
|
| 42 |
+
"playable_concept": "Not available yet",
|
| 43 |
+
"metadata": {
|
| 44 |
+
"version": "1.2",
|
| 45 |
+
"date_processed": "2025-04-24",
|
| 46 |
+
"source_file": "Buttons.htm",
|
| 47 |
+
"converter_version": "1.2"
|
| 48 |
+
}
|
| 49 |
}
|
Cameras.json
CHANGED
|
@@ -1,20 +1,17 @@
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Cameras",
|
| 3 |
"description": "Camera is an abstract game element that decides what is the player's current view to the game world.",
|
| 4 |
-
"content": [
|
| 5 |
-
|
| 6 |
-
"
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"
|
| 10 |
-
"
|
| 11 |
-
"Making the decision to allow players to control the Camera include making decision of what Extra-Game Actions related to Cameras should be provided: rotation, zooming and absolute movement for God Views and rotation and zooming movement for First-Person Views and Third-Person Views. This increases players Freedom of Choice and Spatial Immersion (as not only the player can make the Avatar or Unit move in the world but also the Game World move around these) but increases the conflict with Consistent Reality Logic."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"Cameras that can be manipulated by the players allow the players to decide what parts of the Game World they want to focus their attention on. In games with Avatars this is typically limited in such a way that the Avatar is always in the center of the view. This maintains the symmetry between what the Avatar and the player sees so that Tension and Surprises can be achieved and also to strengthen spatial Immersion.",
|
| 15 |
-
"In games with Units, the Camera movement may be completely free to allow the players to move between different game elements and to enforce them to make Tradeoffs between which parts of the Game World to focus their attention on. The ease of the use of the Camera, and relevant Game State Overview, decides how much the game helps the players to perform Attention Swapping."
|
| 16 |
-
],
|
| 17 |
-
"Relations": {
|
| 18 |
"Instantiates": [
|
| 19 |
"Attention Swapping",
|
| 20 |
"Extra-Game Actions"
|
|
@@ -40,101 +37,48 @@
|
|
| 40 |
"label": "5. Game Design Patterns for Game Elements",
|
| 41 |
"pattern_links": [
|
| 42 |
{
|
| 43 |
-
"name": "
|
| 44 |
-
"file": "
|
| 45 |
-
},
|
| 46 |
-
{
|
| 47 |
-
"name": "Spatial Immersion",
|
| 48 |
-
"file": "SpatialImmersion"
|
| 49 |
-
},
|
| 50 |
-
{
|
| 51 |
-
"name": "Units",
|
| 52 |
-
"file": "Units"
|
| 53 |
-
},
|
| 54 |
-
{
|
| 55 |
-
"name": "First-Person Views",
|
| 56 |
-
"file": "First-PersonViews"
|
| 57 |
-
},
|
| 58 |
-
{
|
| 59 |
-
"name": "God Views",
|
| 60 |
-
"file": "GodViews"
|
| 61 |
-
},
|
| 62 |
-
{
|
| 63 |
-
"name": "Freedom of Choice",
|
| 64 |
-
"file": "FreedomofChoice"
|
| 65 |
-
},
|
| 66 |
-
{
|
| 67 |
-
"name": "Camera",
|
| 68 |
-
"file": "Cameras"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
"file": "Units"
|
| 81 |
},
|
| 82 |
-
{
|
| 83 |
-
"name": "Attention Swapping",
|
| 84 |
-
"file": "AttentionSwapping"
|
| 85 |
-
},
|
| 86 |
{
|
| 87 |
"name": "Fog of War",
|
| 88 |
"file": "FogofWar"
|
| 89 |
},
|
| 90 |
{
|
| 91 |
-
"name": "Game
|
| 92 |
-
"file": "
|
| 93 |
-
},
|
| 94 |
-
{
|
| 95 |
-
"name": "First-Person View",
|
| 96 |
-
"file": "First-PersonViews"
|
| 97 |
-
},
|
| 98 |
-
{
|
| 99 |
-
"name": "Imperfect Information",
|
| 100 |
-
"file": "ImperfectInformation"
|
| 101 |
-
},
|
| 102 |
-
{
|
| 103 |
-
"name": "Game World",
|
| 104 |
-
"file": "GameWorld"
|
| 105 |
-
},
|
| 106 |
-
{
|
| 107 |
-
"name": "Tradeoffs",
|
| 108 |
-
"file": "Tradeoffs"
|
| 109 |
-
},
|
| 110 |
-
{
|
| 111 |
-
"name": "Consistent Reality Logic",
|
| 112 |
-
"file": "ConsistentRealityLogic"
|
| 113 |
-
},
|
| 114 |
-
{
|
| 115 |
-
"name": "Avatar",
|
| 116 |
-
"file": "Avatars"
|
| 117 |
-
},
|
| 118 |
-
{
|
| 119 |
-
"name": "Avatars",
|
| 120 |
-
"file": "Avatars"
|
| 121 |
},
|
| 122 |
{
|
| 123 |
-
"name": "
|
| 124 |
-
"file": "
|
| 125 |
},
|
| 126 |
{
|
| 127 |
"name": "Cameras",
|
| 128 |
"file": "Cameras"
|
| 129 |
},
|
| 130 |
{
|
| 131 |
-
"name": "
|
| 132 |
-
"file": "
|
| 133 |
-
},
|
| 134 |
-
{
|
| 135 |
-
"name": "Extra-Game Actions",
|
| 136 |
-
"file": "Extra-GameActions"
|
| 137 |
}
|
| 138 |
],
|
| 139 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 140 |
}
|
|
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Cameras",
|
| 3 |
"description": "Camera is an abstract game element that decides what is the player's current view to the game world.",
|
| 4 |
+
"content": [],
|
| 5 |
+
"using_the_pattern": [
|
| 6 |
+
"The type of [[Camera]] is usually closely linked to how [[Focus Loci]] and [[Spatial Immersion]] are used in the game: games with [[Avatars]] use[[First-Person Views]] or [[Third-Person Views]], while games with [[Units]] use [[God Views]]. While [[First-Person Views]] and [[Third-Person Views]] easily support [[Imperfect Information]] to players by limiting their control of the [[Camera]], [[God Views]] can achieve similar effect by using [[Fog of War]].",
|
| 7 |
+
"Games with [[Avatars]] that include fast movement often let the players choose from several different camera views based on [[First-Person View]] or [[Third-Person Views]]. Examples of these are chase cameras, which do not follow the [[Avatar]] but missiles or bullets shot by the [[Avatar]] and fly-by cameras, which lock the camera position while tracing the movement of the [[Avatar]].",
|
| 8 |
+
"Making the decision to allow players to control the [[Camera]] include making decision of what [[Extra-Game Actions]] related to [[Cameras]] should be provided: rotation, zooming and absolute movement for [[God Views]] and rotation and zooming movement for [[First-Person Views]] and [[Third-Person Views]]. This increases players [[Freedom of Choice]] and [[Spatial Immersion]] (as not only the player can make the [[Avatar]] or [[Unit]] move in the world but also the [[Game World]] move around these) but increases the conflict with [[Consistent Reality Logic]]."
|
| 9 |
],
|
| 10 |
+
"consequences": [
|
| 11 |
+
"[[Cameras]] that can be manipulated by the players allow the players to decide what parts of the [[Game World]] they want to focus their attention on. In games with [[Avatars]] this is typically limited in such a way that the [[Avatar]] is always in the center of the view. This maintains the symmetry between what the [[Avatar]] and the player sees so that [[Tension]] and [[Surprises]] can be achieved and also to strengthen spatial [[Immersion]].",
|
| 12 |
+
"In games with [[Units]], the [[Camera]] movement may be completely free to allow the players to move between different game elements and to enforce them to make [[Tradeoffs]] between which parts of the [[Game World]] to focus their attention on. The ease of the use of the [[Camera]], and relevant [[Game State Overview]], decides how much the game helps the players to perform [[Attention Swapping]]."
|
|
|
|
| 13 |
],
|
| 14 |
+
"relations": {
|
|
|
|
|
|
|
|
|
|
|
|
|
| 15 |
"Instantiates": [
|
| 16 |
"Attention Swapping",
|
| 17 |
"Extra-Game Actions"
|
|
|
|
| 37 |
"label": "5. Game Design Patterns for Game Elements",
|
| 38 |
"pattern_links": [
|
| 39 |
{
|
| 40 |
+
"name": "Consistent Reality Logic",
|
| 41 |
+
"file": "ConsistentRealityLogic"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 42 |
},
|
| 43 |
{
|
| 44 |
+
"name": "Tradeoffs",
|
| 45 |
+
"file": "Tradeoffs"
|
| 46 |
},
|
| 47 |
{
|
| 48 |
+
"name": "Attention Swapping",
|
| 49 |
+
"file": "AttentionSwapping"
|
| 50 |
},
|
| 51 |
{
|
| 52 |
+
"name": "Units",
|
| 53 |
"file": "Units"
|
| 54 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 55 |
{
|
| 56 |
"name": "Fog of War",
|
| 57 |
"file": "FogofWar"
|
| 58 |
},
|
| 59 |
{
|
| 60 |
+
"name": "Extra-Game Actions",
|
| 61 |
+
"file": "Extra-GameActions"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 62 |
},
|
| 63 |
{
|
| 64 |
+
"name": "God Views",
|
| 65 |
+
"file": "GodViews"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
"name": "Cameras",
|
| 69 |
"file": "Cameras"
|
| 70 |
},
|
| 71 |
{
|
| 72 |
+
"name": "Spatial Immersion",
|
| 73 |
+
"file": "SpatialImmersion"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 74 |
}
|
| 75 |
],
|
| 76 |
+
"pattern_id": "Cameras",
|
| 77 |
+
"playable_concept": "Not available yet",
|
| 78 |
+
"metadata": {
|
| 79 |
+
"version": "1.2",
|
| 80 |
+
"date_processed": "2025-04-24",
|
| 81 |
+
"source_file": "Cameras.htm",
|
| 82 |
+
"converter_version": "1.2"
|
| 83 |
+
}
|
| 84 |
}
|
Camping.json
CHANGED
|
@@ -2,19 +2,18 @@
|
|
| 2 |
"pattern_name": "Camping",
|
| 3 |
"description": "Staying in one location in the game for extended periods of time and perform the same action repeatedly.",
|
| 4 |
"content": [
|
| 5 |
-
"Some areas in games are so advantageous to players that they can form the game tactics on being in that area and letting players and game events come to them. This usually is combined with performing a small range of actions and waiting for the opportunity to do them."
|
| 6 |
-
"Example: Weapons in first-person shooters that are good for sniping together with inaccessible areas create opportunities for camping."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Creating the possibility of Camping consist of designing weapons and locations that support the activity. The weapons are typically powerful but do not have to be fast as campers are usual well-prepared. The locations should be difficult to reach, in practice being Inaccessible Areas except through the line of fire from the camper.",
|
| 10 |
-
"Making Camping difficult or impossible in a game simply consist of making the game design not contain the prerequisites for Camping."
|
| 11 |
],
|
| 12 |
-
"
|
| 13 |
-
"Camping requires that players have Strategic Knowledge of weapons and locations in the Game World, especially Inaccessible Areas. Further, it forces them to wait for events to occur which they can react to, making them do No-Ops.",
|
| 14 |
-
"The possibility for Camping in a game lessens the incentives for Varied Gameplay and may disrupt Player Balance if other players have no or little chance of disrupting the Camping activity. Camping is especially prone to disrupt game balance when the area watched is a Spawn Point as Spawning players have little possibilities to organize. However, in Team Play the Spawn Points themselves may be design to support Camping to let the team control an extended area based around the Spawn Point.",
|
| 15 |
-
"Camping requires the same kind of actions that are required to succeed with Stealth goals and can easily be designed to be part of such goals. They can also be designed as being part of Guard goals when the guarding does not require movement."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
"Instantiates": [],
|
| 19 |
"Modulates": [
|
| 20 |
"Stealth",
|
|
@@ -39,57 +38,48 @@
|
|
| 39 |
"label": "8. Actions and Events Patterns",
|
| 40 |
"pattern_links": [
|
| 41 |
{
|
| 42 |
-
"name": "
|
| 43 |
-
"file": "
|
| 44 |
-
},
|
| 45 |
-
{
|
| 46 |
-
"name": "Spawn Point",
|
| 47 |
-
"file": "SpawnPoints"
|
| 48 |
-
},
|
| 49 |
-
{
|
| 50 |
-
"name": "No-Ops",
|
| 51 |
-
"file": "No-Ops"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
-
"name": "
|
| 55 |
-
"file": "
|
| 56 |
},
|
| 57 |
{
|
| 58 |
-
"name": "
|
| 59 |
-
"file": "
|
| 60 |
},
|
| 61 |
{
|
| 62 |
-
"name": "
|
| 63 |
-
"file": "
|
| 64 |
},
|
| 65 |
{
|
| 66 |
"name": "Game World",
|
| 67 |
"file": "GameWorld"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
| 72 |
-
},
|
| 73 |
-
{
|
| 74 |
-
"name": "Player Balance",
|
| 75 |
-
"file": "PlayerBalance"
|
| 76 |
-
},
|
| 77 |
-
{
|
| 78 |
-
"name": "Team Play",
|
| 79 |
-
"file": "TeamPlay"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
-
"name": "
|
| 83 |
-
"file": "
|
| 84 |
},
|
| 85 |
{
|
| 86 |
-
"name": "
|
| 87 |
-
"file": "
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
}
|
| 93 |
],
|
| 94 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 95 |
}
|
|
|
|
| 2 |
"pattern_name": "Camping",
|
| 3 |
"description": "Staying in one location in the game for extended periods of time and perform the same action repeatedly.",
|
| 4 |
"content": [
|
| 5 |
+
"Some areas in games are so advantageous to players that they can form the game tactics on being in that area and letting players and game events come to them. This usually is combined with performing a small range of actions and waiting for the opportunity to do them."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"Creating the possibility of [[Camping]] consist of designing weapons and locations that support the activity. The weapons are typically powerful but do not have to be fast as campers are usual well-prepared. The locations should be difficult to reach, in practice being [[Inaccessible Areas]] except through the line of fire from the camper.",
|
| 9 |
+
"Making [[Camping]] difficult or impossible in a game simply consist of making the game design not contain the prerequisites for [[Camping]]."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Camping]] requires that players have [[Strategic Knowledge]] of weapons and locations in the [[Game World]], especially [[Inaccessible Areas]]. Further, it forces them to wait for events to occur which they can react to, making them do [[No-Ops]].",
|
| 13 |
+
"The possibility for [[Camping]] in a game lessens the incentives for [[Varied Gameplay]] and may disrupt [[Player Balance]] if other players have no or little chance of disrupting the [[Camping]] activity. [[Camping]] is especially prone to disrupt game balance when the area watched is a [[Spawn Point]] as [[Spawning]] players have little possibilities to organize. However, in [[Team Play]] the [[Spawn Points]] themselves may be design to support [[Camping]] to let the team control an extended area based around the [[Spawn Point]].",
|
| 14 |
+
"[[Camping]] requires the same kind of actions that are required to succeed with [[Stealth]] goals and can easily be designed to be part of such goals. They can also be designed as being part of [[Guard]] goals when the guarding does not require movement."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [],
|
| 18 |
"Modulates": [
|
| 19 |
"Stealth",
|
|
|
|
| 38 |
"label": "8. Actions and Events Patterns",
|
| 39 |
"pattern_links": [
|
| 40 |
{
|
| 41 |
+
"name": "Stealth",
|
| 42 |
+
"file": "Stealth"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 43 |
},
|
| 44 |
{
|
| 45 |
+
"name": "Varied Gameplay",
|
| 46 |
+
"file": "VariedGameplay"
|
| 47 |
},
|
| 48 |
{
|
| 49 |
+
"name": "Inaccessible Areas",
|
| 50 |
+
"file": "InaccessibleAreas"
|
| 51 |
},
|
| 52 |
{
|
| 53 |
+
"name": "Guard",
|
| 54 |
+
"file": "Guard"
|
| 55 |
},
|
| 56 |
{
|
| 57 |
"name": "Game World",
|
| 58 |
"file": "GameWorld"
|
| 59 |
},
|
| 60 |
{
|
| 61 |
+
"name": "Spawn Points",
|
| 62 |
+
"file": "SpawnPoints"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 63 |
},
|
| 64 |
{
|
| 65 |
+
"name": "No-Ops",
|
| 66 |
+
"file": "No-Ops"
|
| 67 |
},
|
| 68 |
{
|
| 69 |
+
"name": "Player Balance",
|
| 70 |
+
"file": "PlayerBalance"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
+
"name": "Spawning",
|
| 74 |
+
"file": "Spawning"
|
| 75 |
}
|
| 76 |
],
|
| 77 |
+
"pattern_id": "Camping",
|
| 78 |
+
"playable_concept": "Not available yet",
|
| 79 |
+
"metadata": {
|
| 80 |
+
"version": "1.2",
|
| 81 |
+
"date_processed": "2025-04-24",
|
| 82 |
+
"source_file": "Camping.htm",
|
| 83 |
+
"converter_version": "1.2"
|
| 84 |
+
}
|
| 85 |
}
|
Capture.json
CHANGED
|
@@ -2,20 +2,17 @@
|
|
| 2 |
"pattern_name": "Capture",
|
| 3 |
"description": "Capture is the goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.",
|
| 4 |
"content": [
|
| 5 |
-
"The Capture is done directly by the actions performed by game elements under a player's control; thus, shooting an opponent in a first-person shooter is not an example of Capture."
|
| 6 |
-
"Example: Go allows Capture by completely enclosing an enemy group of stones.",
|
| 7 |
-
"Example: Qix allows the player to catch computer-controlled units by enclosing them in the smaller area of the two areas that are created by outlining a path in the unmarked part of the game area.",
|
| 8 |
-
"Example: Priests in Age of Empires can convert pieces controlled by other players as their main offensive action."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"The prime design choice regarding Capture is to decide if the aim is to Eliminate or Gain Ownership, but can in both cases be seen as a struggle over Ownership. As Capture is most often done through the actions of a game element under a player's control, determining what game elements can be used to Capture is usually a part of defining the goal.",
|
| 12 |
-
"The game design must support some action that facilitates the Capture. In the case of Real-Time Games, this typically is Combat, Maneuvering, or Aim & Shoot promoting skills in Dexterity-Based Actions. Turn-Based Games favor the use of Puzzle Solving, and thereby Stimulated Planning, but can also make use of Investment or Bidding. The first type of game usually has the subgoal of Contact (with Qix as an example of Enclosure) while the second type of game commonly has subgoals such as Contact, Alignment, Enclosure, Configuration, and Connection."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Capture goals are very often related to Overcome goals in the Hierarchies of Goals. How they are related to each other depends primarily on their individual Reward structures and on players' tactics. Capture is often achieved by Movement but in Real-Time Games, this depends on Timing, while in Turn-Based Games, it more often is a form of Puzzle Solving, as players have to take other players or Agents actions into consideration due to Turn Taking.",
|
| 16 |
-
"Captures combined with Eliminate of game elements that are Non-Renewable Resources can quicken gameplay as fewer game elements remain and promote Higher-Level Closures as Gameplay Progresses since each element represents a greater part of players' Resources. When Capture allows Transfer of Control, this causes Preventing Goals such as Evade and can trigger retaliating Capture goals by an original owner to regain control. The control of a new game element through Capture can motivate New Abilities, possibly Privileged Abilities, to become available."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
"Instantiates": [
|
| 20 |
"Combat",
|
| 21 |
"Higher-Level Closures as Gameplay Progresses",
|
|
@@ -55,141 +52,104 @@
|
|
| 55 |
"label": "11. Game Design Patterns for Goals",
|
| 56 |
"pattern_links": [
|
| 57 |
{
|
| 58 |
-
"name": "
|
| 59 |
-
"file": "
|
| 60 |
},
|
| 61 |
{
|
| 62 |
-
"name": "
|
| 63 |
-
"file": "
|
| 64 |
},
|
| 65 |
{
|
| 66 |
-
"name": "
|
| 67 |
-
"file": "
|
| 68 |
},
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
| 72 |
},
|
| 73 |
{
|
| 74 |
-
"name": "
|
| 75 |
-
"file": "
|
| 76 |
},
|
| 77 |
{
|
| 78 |
-
"name": "
|
| 79 |
-
"file": "
|
| 80 |
},
|
| 81 |
{
|
| 82 |
"name": "Combat",
|
| 83 |
"file": "Combat"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
-
"name": "
|
| 87 |
-
"file": "
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
},
|
| 93 |
{
|
| 94 |
-
"name": "
|
| 95 |
-
"file": "
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
"name": "Evade",
|
| 107 |
"file": "Evade"
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
-
},
|
| 113 |
-
{
|
| 114 |
-
"name": "Bidding",
|
| 115 |
-
"file": "Bidding"
|
| 116 |
-
},
|
| 117 |
-
{
|
| 118 |
-
"name": "Configuration",
|
| 119 |
-
"file": "Configuration"
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
"name": "Real-Time Games",
|
| 127 |
"file": "Real-TimeGames"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "
|
| 132 |
-
},
|
| 133 |
-
{
|
| 134 |
-
"name": "Ownership",
|
| 135 |
-
"file": "Ownership"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
"name": "Capture",
|
| 139 |
"file": "Capture"
|
| 140 |
},
|
| 141 |
{
|
| 142 |
-
"name": "
|
| 143 |
-
"file": "
|
| 144 |
-
},
|
| 145 |
-
{
|
| 146 |
-
"name": "Connection",
|
| 147 |
-
"file": "Connection"
|
| 148 |
-
},
|
| 149 |
-
{
|
| 150 |
-
"name": "Aim & Shoot",
|
| 151 |
-
"file": "Aim&Shoot"
|
| 152 |
},
|
| 153 |
{
|
| 154 |
-
"name": "
|
| 155 |
-
"file": "
|
| 156 |
},
|
| 157 |
{
|
| 158 |
-
"name": "
|
| 159 |
-
"file": "
|
| 160 |
},
|
| 161 |
{
|
| 162 |
"name": "Puzzle Solving",
|
| 163 |
"file": "PuzzleSolving"
|
| 164 |
},
|
| 165 |
{
|
| 166 |
-
"name": "
|
| 167 |
-
"file": "
|
| 168 |
-
},
|
| 169 |
-
{
|
| 170 |
-
"name": "Alignment",
|
| 171 |
-
"file": "Alignment"
|
| 172 |
-
},
|
| 173 |
-
{
|
| 174 |
-
"name": "Turn Taking",
|
| 175 |
-
"file": "TurnTaking"
|
| 176 |
-
},
|
| 177 |
-
{
|
| 178 |
-
"name": "Turn-Based Games",
|
| 179 |
-
"file": "Turn-BasedGames"
|
| 180 |
-
},
|
| 181 |
-
{
|
| 182 |
-
"name": "Preventing Goals",
|
| 183 |
-
"file": "PreventingGoals"
|
| 184 |
-
},
|
| 185 |
-
{
|
| 186 |
-
"name": "Movement",
|
| 187 |
-
"file": "Movement"
|
| 188 |
-
},
|
| 189 |
-
{
|
| 190 |
-
"name": "Investment",
|
| 191 |
-
"file": "Investments"
|
| 192 |
}
|
| 193 |
],
|
| 194 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 195 |
}
|
|
|
|
| 2 |
"pattern_name": "Capture",
|
| 3 |
"description": "Capture is the goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.",
|
| 4 |
"content": [
|
| 5 |
+
"The [[Capture]] is done directly by the actions performed by game elements under a player's control; thus, shooting an opponent in a first-person shooter is not an example of [[Capture]]."
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The prime design choice regarding [[Capture]] is to decide if the aim is to [[Eliminate]] or [[Gain Ownership]], but can in both cases be seen as a struggle over [[Ownership]]. As [[Capture]] is most often done through the actions of a game element under a player's control, determining what game elements can be used to [[Capture]] is usually a part of defining the goal.",
|
| 9 |
+
"The game design must support some action that facilitates the [[Capture]]. In the case of [[Real-Time Games]], this typically is [[Combat]], [[Maneuvering]], or [[Aim & Shoot]] promoting skills in [[Dexterity-Based Actions]]. [[Turn-Based Games]] favor the use of [[Puzzle Solving]], and thereby [[Stimulated Planning]], but can also make use of [[Investment]] or [[Bidding]]. The first type of game usually has the subgoal of [[Contact]] (with Qix as an example of [[Enclosure]]) while the second type of game commonly has subgoals such as [[Contact]], [[Alignment]], [[Enclosure]], [[Configuration]], and [[Connection]]."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Capture]] goals are very often related to [[Overcome]] goals in the Hierarchies of Goals. How they are related to each other depends primarily on their individual [[Reward]] structures and on players' tactics. [[Capture]] is often achieved by [[Movement]] but in [[Real-Time Games]], this depends on [[Timing]], while in [[Turn-Based Games]], it more often is a form of [[Puzzle Solving]], as players have to take other players or [[Agents]] actions into consideration due to [[Turn Taking]].",
|
| 13 |
+
"[[Captures]] combined with [[Eliminate]] of game elements that are [[Non-Renewable Resources]] can quicken gameplay as fewer game elements remain and promote [[Higher-Level Closures as Gameplay Progresses]] since each element represents a greater part of players' [[Resources]]. When [[Capture]] allows [[Transfer of Control]], this causes [[Preventing Goals]] such as [[Evade]] and can trigger retaliating [[Capture]] goals by an original owner to regain control. The control of a new game element through [[Capture]] can motivate [[New Abilities]], possibly [[Privileged Abilities]], to become available."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Combat",
|
| 18 |
"Higher-Level Closures as Gameplay Progresses",
|
|
|
|
| 52 |
"label": "11. Game Design Patterns for Goals",
|
| 53 |
"pattern_links": [
|
| 54 |
{
|
| 55 |
+
"name": "Ownership",
|
| 56 |
+
"file": "Ownership"
|
| 57 |
},
|
| 58 |
{
|
| 59 |
+
"name": "Timing",
|
| 60 |
+
"file": "Timing"
|
| 61 |
},
|
| 62 |
{
|
| 63 |
+
"name": "Maneuvering",
|
| 64 |
+
"file": "Maneuvering"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
+
"name": "Turn-Based Games",
|
| 68 |
+
"file": "Turn-BasedGames"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
+
"name": "Aim & Shoot",
|
| 72 |
+
"file": "Aim&Shoot"
|
| 73 |
},
|
| 74 |
{
|
| 75 |
+
"name": "Movement",
|
| 76 |
+
"file": "Movement"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
"name": "Combat",
|
| 80 |
"file": "Combat"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
+
"name": "Configuration",
|
| 84 |
+
"file": "Configuration"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
+
"name": "Alignment",
|
| 88 |
+
"file": "Alignment"
|
| 89 |
},
|
| 90 |
{
|
| 91 |
+
"name": "Gain Ownership",
|
| 92 |
+
"file": "GainOwnership"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
+
"name": "Turn Taking",
|
| 96 |
+
"file": "TurnTaking"
|
| 97 |
},
|
| 98 |
{
|
| 99 |
+
"name": "Enclosure",
|
| 100 |
+
"file": "Enclosure"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
"name": "Evade",
|
| 104 |
"file": "Evade"
|
| 105 |
},
|
| 106 |
{
|
| 107 |
+
"name": "Eliminate",
|
| 108 |
+
"file": "Eliminate"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 109 |
},
|
| 110 |
{
|
| 111 |
+
"name": "Overcome",
|
| 112 |
+
"file": "Overcome"
|
| 113 |
},
|
| 114 |
{
|
| 115 |
"name": "Real-Time Games",
|
| 116 |
"file": "Real-TimeGames"
|
| 117 |
},
|
| 118 |
{
|
| 119 |
+
"name": "Contact",
|
| 120 |
+
"file": "Contact"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 121 |
},
|
| 122 |
{
|
| 123 |
"name": "Capture",
|
| 124 |
"file": "Capture"
|
| 125 |
},
|
| 126 |
{
|
| 127 |
+
"name": "Preventing Goals",
|
| 128 |
+
"file": "PreventingGoals"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 129 |
},
|
| 130 |
{
|
| 131 |
+
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 132 |
+
"file": "Higher-LevelClosuresasGameplayProgresses"
|
| 133 |
},
|
| 134 |
{
|
| 135 |
+
"name": "Connection",
|
| 136 |
+
"file": "Connection"
|
| 137 |
},
|
| 138 |
{
|
| 139 |
"name": "Puzzle Solving",
|
| 140 |
"file": "PuzzleSolving"
|
| 141 |
},
|
| 142 |
{
|
| 143 |
+
"name": "Transfer of Control",
|
| 144 |
+
"file": "TransferofControl"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 145 |
}
|
| 146 |
],
|
| 147 |
+
"pattern_id": "Capture",
|
| 148 |
+
"playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207",
|
| 149 |
+
"metadata": {
|
| 150 |
+
"version": "1.2",
|
| 151 |
+
"date_processed": "2025-04-24",
|
| 152 |
+
"source_file": "Capture.htm",
|
| 153 |
+
"converter_version": "1.2"
|
| 154 |
+
}
|
| 155 |
}
|
CardHands.json
CHANGED
|
@@ -1,19 +1,16 @@
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Card Hands",
|
| 3 |
"description": "A Card Hand consists of the cards, which are owned by the player, but which have not yet been put into play.",
|
| 4 |
-
"content": [
|
| 5 |
-
|
| 6 |
-
"
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"
|
| 10 |
-
"Another fundamental design question regarding Card Hands is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of Limited Resources and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a Closed Economy and frees the game design to determine the game length by other means.",
|
| 11 |
-
"Although most often consisting of Cards, a Card Hand can also consist of Tiles in games that have Tile-Laying."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"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."
|
| 15 |
-
],
|
| 16 |
-
"Relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Gain Information",
|
| 19 |
"Asymmetric Information",
|
|
@@ -37,70 +34,49 @@
|
|
| 37 |
],
|
| 38 |
"label": "5. Game Design Patterns for Game Elements",
|
| 39 |
"pattern_links": [
|
| 40 |
-
{
|
| 41 |
-
"name": "Drawing Stack",
|
| 42 |
-
"file": "DrawingStacks"
|
| 43 |
-
},
|
| 44 |
-
{
|
| 45 |
-
"name": "Secret Resources",
|
| 46 |
-
"file": "SecretResources"
|
| 47 |
-
},
|
| 48 |
{
|
| 49 |
"name": "Card Hand",
|
| 50 |
"file": "CardHands"
|
| 51 |
},
|
| 52 |
{
|
| 53 |
-
"name": "
|
| 54 |
-
"file": "
|
| 55 |
-
},
|
| 56 |
-
{
|
| 57 |
-
"name": "Container",
|
| 58 |
-
"file": "Container"
|
| 59 |
},
|
| 60 |
{
|
| 61 |
"name": "Gain Information",
|
| 62 |
"file": "GainInformation"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
-
"name": "
|
| 66 |
-
"file": "
|
| 67 |
},
|
| 68 |
{
|
| 69 |
-
"name": "
|
| 70 |
-
"file": "
|
| 71 |
},
|
| 72 |
{
|
| 73 |
-
"name": "
|
| 74 |
-
"file": "
|
| 75 |
},
|
| 76 |
{
|
| 77 |
"name": "Tiles",
|
| 78 |
"file": "Tiles"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
-
"name": "
|
| 82 |
-
"file": "
|
| 83 |
-
},
|
| 84 |
-
{
|
| 85 |
-
"name": "Cards,",
|
| 86 |
-
"file": "Cards"
|
| 87 |
-
},
|
| 88 |
-
{
|
| 89 |
-
"name": "Limited Resources",
|
| 90 |
-
"file": "LimitedResources"
|
| 91 |
-
},
|
| 92 |
-
{
|
| 93 |
-
"name": "Cards.",
|
| 94 |
-
"file": "Cards"
|
| 95 |
-
},
|
| 96 |
-
{
|
| 97 |
-
"name": "Asymmetric Information",
|
| 98 |
-
"file": "AsymmetricInformation"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
"name": "Cards",
|
| 102 |
"file": "Cards"
|
| 103 |
}
|
| 104 |
],
|
| 105 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 106 |
}
|
|
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Card Hands",
|
| 3 |
"description": "A Card Hand consists of the cards, which are owned by the player, but which have not yet been put into play.",
|
| 4 |
+
"content": [],
|
| 5 |
+
"using_the_pattern": [
|
| 6 |
+
"The basic design question when using [[Card Hands]] is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a [[Drawing Stack]].",
|
| 7 |
+
"Another fundamental design question regarding [[Card Hands]] is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of [[Limited Resources]] and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a [[Closed Economy]] and frees the game design to determine the game length by other means.",
|
| 8 |
+
"Although most often consisting of [[Cards,]] a [[Card Hand]] can also consist of [[Tiles]] in games that have [[Tile-Laying]]."
|
| 9 |
],
|
| 10 |
+
"consequences": [
|
| 11 |
+
"[[Card Hands]] are [[Containers]] of [[Cards]] that assign players [[Ownership]] to the [[Cards.]] Typically [[Card Hands]] are secret to all other players and being able to deduce the other players' hands offers a strategic advantage (i. e. a [[Gain Information]] goal). However, the other players may know how many cards are in the [[Card Hand]] and the cards might be marked, so the players have [[Asymmetric Information]] about the [[Card Hands]] in play."
|
|
|
|
|
|
|
| 12 |
],
|
| 13 |
+
"relations": {
|
|
|
|
|
|
|
|
|
|
| 14 |
"Instantiates": [
|
| 15 |
"Gain Information",
|
| 16 |
"Asymmetric Information",
|
|
|
|
| 34 |
],
|
| 35 |
"label": "5. Game Design Patterns for Game Elements",
|
| 36 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 37 |
{
|
| 38 |
"name": "Card Hand",
|
| 39 |
"file": "CardHands"
|
| 40 |
},
|
| 41 |
{
|
| 42 |
+
"name": "Secret Resources",
|
| 43 |
+
"file": "SecretResources"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 44 |
},
|
| 45 |
{
|
| 46 |
"name": "Gain Information",
|
| 47 |
"file": "GainInformation"
|
| 48 |
},
|
| 49 |
{
|
| 50 |
+
"name": "Asymmetric Information",
|
| 51 |
+
"file": "AsymmetricInformation"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
+
"name": "Ownership",
|
| 55 |
+
"file": "Ownership"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Container",
|
| 59 |
+
"file": "Container"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
"name": "Tiles",
|
| 63 |
"file": "Tiles"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Tile-Laying",
|
| 67 |
+
"file": "Tile-Laying"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 68 |
},
|
| 69 |
{
|
| 70 |
"name": "Cards",
|
| 71 |
"file": "Cards"
|
| 72 |
}
|
| 73 |
],
|
| 74 |
+
"pattern_id": "CardHands",
|
| 75 |
+
"playable_concept": "Not available yet",
|
| 76 |
+
"metadata": {
|
| 77 |
+
"version": "1.2",
|
| 78 |
+
"date_processed": "2025-04-24",
|
| 79 |
+
"source_file": "CardHands.htm",
|
| 80 |
+
"converter_version": "1.2"
|
| 81 |
+
}
|
| 82 |
}
|
Cards.json
CHANGED
|
@@ -3,20 +3,17 @@
|
|
| 3 |
"description": "Cards are physical game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.",
|
| 4 |
"content": [
|
| 5 |
"Cards are common game elements in traditional games. They provide an easy way to randomize distribution and keep that distribution secret from players. The information can either be secret to all players, as for example when the game uses a stack from which cards are drawn, or known only to one player, as is the case in card games where each player has a card hand. The use of cards also allow game designers to choose the exact distribution, not only guaranteeing the overall chance for a value specified by a card to be drawn but also guaranteeing that certain values will appear during gameplay.",
|
| 6 |
-
"See The Penguin Encyclopedia of Card Games by Parlett for numerous examples of card games."
|
| 7 |
-
"Example: The common set of cards, used for example in Blackjack or Poker, consists of 52 cards split between four suits of 13 cards each, where the 13 cards are numbered from 2 to 10 and include a knight, queen, king and ace.",
|
| 8 |
-
"Example: alternative card designs include the \"card sets\" of collectable card games such as Magic: the Gathering or Illuminati: New World Order. In both of these several different categories of cards are mixed and are required to be used in order to win, some enabling actions, some acting as resources generators. Illuminati: New World Order also uses spatial relationships of the Cards as a meaningful element of the gameplay.",
|
| 9 |
-
"Example: the board game Talisman uses Cards to randomize the contents of areas on the game board, and the Card Hands players possess are public inventories of items found."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
"The most well-known card games use the common card pack with 52 cards in four suits. However, there are many other types of card packs and many games use game specific card sets to provide either additional or different information or to have different distributions of the cards.",
|
| 13 |
-
"Games where players have control over the cards, i. e. by using Card Hands, the Cards are given to players either by distributing all cards before the gameplay begins or by using a Drawing Stack.",
|
| 14 |
-
"Cards usually are taken out of play after being used once, making them Non-Renewable Resources and Focus Loci for the actions they represent, and the actions of playing them can be seen as an abstract form of Consumers or Converters. Independent of how cards are used by players, most games use Discard Piles to separate the cards that have been used from others, except for card games which use tricks."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"Sets of Cards allow game designers to determine exactly the distribution between different resources, events or outcomes in a game while still providing Randomness. Since cardsare two-sided, the information contained on the card can be distributed in various ways between the two-sides: having no information on one side (except that it is a card in the set) as is the case for traditional cards; marking functionally different cards on both sides but not the specific characteristics or placing one of several categories of information on both sides. This allows fine-tuning of the use of Imperfect Information in the game design, including using it in Book-Keeping Tokens."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Randomness",
|
| 22 |
"Imperfect Information",
|
|
@@ -43,53 +40,56 @@
|
|
| 43 |
"label": "5. Game Design Patterns for Game Elements",
|
| 44 |
"pattern_links": [
|
| 45 |
{
|
| 46 |
-
"name": "
|
| 47 |
-
"file": "
|
| 48 |
},
|
| 49 |
{
|
| 50 |
-
"name": "
|
| 51 |
-
"file": "
|
| 52 |
},
|
| 53 |
{
|
| 54 |
-
"name": "
|
| 55 |
-
"file": "
|
| 56 |
},
|
| 57 |
{
|
| 58 |
-
"name": "
|
| 59 |
-
"file": "
|
| 60 |
},
|
| 61 |
{
|
| 62 |
-
"name": "
|
| 63 |
-
"file": "
|
| 64 |
},
|
| 65 |
{
|
| 66 |
-
"name": "
|
| 67 |
-
"file": "
|
| 68 |
},
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
| 72 |
},
|
| 73 |
{
|
| 74 |
"name": "Drawing Stacks",
|
| 75 |
"file": "DrawingStacks"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
-
"name": "
|
| 79 |
-
"file": "
|
| 80 |
},
|
| 81 |
{
|
| 82 |
-
"name": "
|
| 83 |
-
"file": "
|
| 84 |
},
|
| 85 |
{
|
| 86 |
"name": "Cards",
|
| 87 |
"file": "Cards"
|
| 88 |
-
},
|
| 89 |
-
{
|
| 90 |
-
"name": "Converters",
|
| 91 |
-
"file": "Converters"
|
| 92 |
}
|
| 93 |
],
|
| 94 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 95 |
}
|
|
|
|
| 3 |
"description": "Cards are physical game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.",
|
| 4 |
"content": [
|
| 5 |
"Cards are common game elements in traditional games. They provide an easy way to randomize distribution and keep that distribution secret from players. The information can either be secret to all players, as for example when the game uses a stack from which cards are drawn, or known only to one player, as is the case in card games where each player has a card hand. The use of cards also allow game designers to choose the exact distribution, not only guaranteeing the overall chance for a value specified by a card to be drawn but also guaranteeing that certain values will appear during gameplay.",
|
| 6 |
+
"See The Penguin Encyclopedia of Card Games by Parlett for numerous examples of card games."
|
|
|
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
+
"using_the_pattern": [
|
| 9 |
"The most well-known card games use the common card pack with 52 cards in four suits. However, there are many other types of card packs and many games use game specific card sets to provide either additional or different information or to have different distributions of the cards.",
|
| 10 |
+
"Games where players have control over the cards, i. e. by using [[Card Hands]], the [[Cards]] are given to players either by distributing all cards before the gameplay begins or by using a [[Drawing Stack]].",
|
| 11 |
+
"[[Cards]] usually are taken out of play after being used once, making them [[Non-Renewable Resources]] and [[Focus Loci]] for the actions they represent, and the actions of playing them can be seen as an abstract form of [[Consumers]] or [[Converters]]. Independent of how cards are used by players, most games use [[Discard Piles]] to separate the cards that have been used from others, except for card games which use tricks."
|
| 12 |
],
|
| 13 |
+
"consequences": [
|
| 14 |
+
"Sets of [[Cards]] allow game designers to determine exactly the distribution between different resources, events or outcomes in a game while still providing [[Randomness]]. Since cardsare two-sided, the information contained on the card can be distributed in various ways between the two-sides: having no information on one side (except that it is a card in the set) as is the case for traditional cards; marking functionally different cards on both sides but not the specific characteristics or placing one of several categories of information on both sides. This allows fine-tuning of the use of [[Imperfect Information]] in the game design, including using it in [[Book-Keeping Tokens]]."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Randomness",
|
| 19 |
"Imperfect Information",
|
|
|
|
| 40 |
"label": "5. Game Design Patterns for Game Elements",
|
| 41 |
"pattern_links": [
|
| 42 |
{
|
| 43 |
+
"name": "Converters",
|
| 44 |
+
"file": "Converters"
|
| 45 |
},
|
| 46 |
{
|
| 47 |
+
"name": "Focus Loci",
|
| 48 |
+
"file": "FocusLoci"
|
| 49 |
},
|
| 50 |
{
|
| 51 |
+
"name": "Consumers",
|
| 52 |
+
"file": "Consumers"
|
| 53 |
},
|
| 54 |
{
|
| 55 |
+
"name": "Card Hands",
|
| 56 |
+
"file": "CardHands"
|
| 57 |
},
|
| 58 |
{
|
| 59 |
+
"name": "Randomness",
|
| 60 |
+
"file": "Randomness"
|
| 61 |
},
|
| 62 |
{
|
| 63 |
+
"name": "Non-Renewable Resources",
|
| 64 |
+
"file": "Non-RenewableResources"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
+
"name": "Imperfect Information",
|
| 68 |
+
"file": "ImperfectInformation"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
"name": "Drawing Stacks",
|
| 72 |
"file": "DrawingStacks"
|
| 73 |
},
|
| 74 |
{
|
| 75 |
+
"name": "Discard Piles",
|
| 76 |
+
"file": "DiscardPiles"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
+
"name": "Book-Keeping Tokens",
|
| 80 |
+
"file": "Book-KeepingTokens"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
"name": "Cards",
|
| 84 |
"file": "Cards"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 85 |
}
|
| 86 |
],
|
| 87 |
+
"pattern_id": "Cards",
|
| 88 |
+
"playable_concept": "Not available yet",
|
| 89 |
+
"metadata": {
|
| 90 |
+
"version": "1.2",
|
| 91 |
+
"date_processed": "2025-04-24",
|
| 92 |
+
"source_file": "Cards.htm",
|
| 93 |
+
"converter_version": "1.2"
|
| 94 |
+
}
|
| 95 |
}
|
CharacterDevelopment.json
CHANGED
|
@@ -2,21 +2,17 @@
|
|
| 2 |
"pattern_name": "Character Development",
|
| 3 |
"description": "The improvement of characters' skills or knowledge.",
|
| 4 |
"content": [
|
| 5 |
-
"Games with characters that can change offer chances for Character Development. This can either be in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. The changes can either be described as improvements in skills or changes in attitude toward other characters and the Game World."
|
| 6 |
-
"Example: The characters in The Sims have a range of skills and jobs as explicit values of Character Development. Other values such as the relationships between characters can be used by the player to read emotional or social character development into the characters, but this is not supported by the game system.",
|
| 7 |
-
"Example: The Tamagochi toys can be said to allow players to influence the virtual pets in the game to have Character Development.",
|
| 8 |
-
"Example: Some tabletop roleplaying games use skill improvements as a measure of Character Development. In these cases, it is common with progressively slower advancement and diminishing return for trying to raise the skill; a common way of achieving this is to require a roll above the skill level to increase the skill level.",
|
| 9 |
-
"Example: Character levels associated with skill improvements are a general way of measuring Character Development. These levels are typically raised by gaining experience points and give the players' characters more hit points and abilities."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"Character Development is defined by two characteristics: what caused the development and what effect the development has. Common causes for Character Development are from parts of Rewards or Investments. The latter is usually done by various forms of Collecting to complete Gain Competence goals and may be Planned Character Development if players had the Freedom of Choice to create Player Defined Goals. If the effects of Rewards that give Character Development were known before they were received, they may also give these goals but are more likely to be part of the unfolding of a Narrative Structure.",
|
| 13 |
-
"Character Development usually takes the form of New Abilities or Improved Abilities, which either expands a Limited Set of Actions or increases Skill levels. The introduction of New Abilities or Improved Abilities can over time produce Paper-Rock-Scissors to give Varied Gameplay between playing different Characters. More uncommon changes due to Character Development are Ability Losses and Extra-Game Consequences, the latter of which can be evident only in the Narrative Structure or purely affect how the Avatar is represented. Character Development, especially of Skills, can be limited by Balancing Effects such as Diminishing Returns to modulate the increase rates over time; for example, skill increases happen often when one is a novice in the skill and happen rarely when one is an expert."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
-
"Character Development is a way to make Characters advance the Narrative Structure of a game. The actual development can be done by explicitly affecting the characters possibilities to influence the game state, for example, by Privileged Abilities,New Abilities, or Improved Abilities, or by modifying the characters relations to other parts of the Game World. The latter may explain Ability Losses, for example, not being able to attack innocent bystanders, as a positive development within a Consistent Reality Logic. By changing how the Character can interact within the game, Character Development promotes Varied Gameplay, for example, by changing how Roleplaying the Character should be done. Character Development that allows Varied Gameplay or affects the chances of performing actions can modulate players' Perceived Chance to Succeed but risks losing Player Balance.",
|
| 17 |
-
"Character Development between game and play sessions are handled by Trans-Game Information that not only passes the original Character between the sessions but can also introduce changes. This happens intuitively in games with Persistent Game Worlds where the lifetime of Characters in general is long enough for reasonable Character Development."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Player Defined Goals",
|
| 22 |
"Paper-Rock-Scissors",
|
|
@@ -67,133 +63,116 @@
|
|
| 67 |
"file": "PlayerDefinedGoals"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
| 72 |
-
},
|
| 73 |
-
{
|
| 74 |
-
"name": "Ability Losses",
|
| 75 |
-
"file": "AbilityLosses"
|
| 76 |
-
},
|
| 77 |
-
{
|
| 78 |
-
"name": "Skills",
|
| 79 |
-
"file": "Skills"
|
| 80 |
-
},
|
| 81 |
-
{
|
| 82 |
-
"name": "Freedom of Choice",
|
| 83 |
-
"file": "FreedomofChoice"
|
| 84 |
-
},
|
| 85 |
-
{
|
| 86 |
-
"name": "Skill",
|
| 87 |
-
"file": "Skills"
|
| 88 |
-
},
|
| 89 |
-
{
|
| 90 |
-
"name": "New Abilities",
|
| 91 |
-
"file": "NewAbilities"
|
| 92 |
-
},
|
| 93 |
-
{
|
| 94 |
-
"name": "Limited Set of Actions",
|
| 95 |
-
"file": "LimitedSetofActions"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
},
|
| 113 |
{
|
| 114 |
"name": "Privileged Abilities",
|
| 115 |
"file": "PrivilegedAbilities"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
-
"name": "
|
| 127 |
-
"file": "
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "
|
| 132 |
},
|
| 133 |
{
|
| 134 |
"name": "Character Development",
|
| 135 |
"file": "CharacterDevelopment"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
-
"name": "
|
| 139 |
-
"file": "
|
| 140 |
-
},
|
| 141 |
-
{
|
| 142 |
-
"name": "Game World",
|
| 143 |
-
"file": "GameWorld"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
-
"name": "
|
| 147 |
-
"file": "
|
| 148 |
},
|
| 149 |
{
|
| 150 |
"name": "Extra-Game Consequences",
|
| 151 |
"file": "Extra-GameConsequences"
|
| 152 |
},
|
| 153 |
{
|
| 154 |
-
"name": "
|
| 155 |
-
"file": "
|
| 156 |
},
|
| 157 |
{
|
| 158 |
-
"name": "
|
| 159 |
-
"file": "
|
| 160 |
},
|
| 161 |
{
|
| 162 |
-
"name": "
|
| 163 |
-
"file": "
|
| 164 |
},
|
| 165 |
{
|
| 166 |
-
"name": "
|
| 167 |
-
"file": "
|
| 168 |
},
|
| 169 |
{
|
| 170 |
-
"name": "
|
| 171 |
-
"file": "
|
| 172 |
},
|
| 173 |
{
|
| 174 |
-
"name": "
|
| 175 |
-
"file": "
|
| 176 |
},
|
| 177 |
{
|
| 178 |
-
"name": "
|
| 179 |
-
"file": "
|
| 180 |
},
|
| 181 |
{
|
| 182 |
-
"name": "
|
| 183 |
-
"file": "
|
| 184 |
},
|
| 185 |
{
|
| 186 |
-
"name": "
|
| 187 |
-
"file": "
|
| 188 |
},
|
| 189 |
{
|
| 190 |
-
"name": "
|
| 191 |
-
"file": "
|
| 192 |
},
|
| 193 |
{
|
| 194 |
-
"name": "
|
| 195 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 196 |
}
|
| 197 |
],
|
| 198 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 199 |
}
|
|
|
|
| 2 |
"pattern_name": "Character Development",
|
| 3 |
"description": "The improvement of characters' skills or knowledge.",
|
| 4 |
"content": [
|
| 5 |
+
"Games with characters that can change offer chances for [[Character Development]]. This can either be in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. The changes can either be described as improvements in skills or changes in attitude toward other characters and the [[Game World]]."
|
|
|
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Character Development]] is defined by two characteristics: what caused the development and what effect the development has. Common causes for [[Character Development]] are from parts of [[Rewards]] or [[Investments]]. The latter is usually done by various forms of [[Collecting]] to complete [[Gain Competence]] goals and may be [[Planned Character Development]] if players had the [[Freedom of Choice]] to create [[Player Defined Goals]]. If the effects of [[Rewards]] that give [[Character Development]] were known before they were received, they may also give these goals but are more likely to be part of the unfolding of a [[Narrative Structure]].",
|
| 9 |
+
"[[Character Development]] usually takes the form of [[New Abilities]] or [[Improved Abilities]], which either expands a [[Limited Set of Actions]] or increases [[Skill]] levels. The introduction of [[New Abilities]] or [[Improved Abilities]] can over time produce [[Paper-Rock-Scissors]] to give [[Varied Gameplay]] between playing different [[Characters]]. More uncommon changes due to [[Character Development]] are [[Ability Losses]] and [[Extra-Game Consequences]], the latter of which can be evident only in the [[Narrative Structure]] or purely affect how the [[Avatar]] is represented. [[Character Development]], especially of [[Skills]], can be limited by [[Balancing Effects]] such as [[Diminishing Returns]] to modulate the increase rates over time; for example, skill increases happen often when one is a novice in the skill and happen rarely when one is an expert."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Character Development]] is a way to make [[Characters]] advance the [[Narrative Structure]] of a game. The actual development can be done by explicitly affecting the characters possibilities to influence the game state, for example, by [[Privileged Abilities]],[[New Abilities]], or [[Improved Abilities]], or by modifying the characters relations to other parts of the [[Game World]]. The latter may explain [[Ability Losses]], for example, not being able to attack innocent bystanders, as a positive development within a [[Consistent Reality Logic]]. By changing how the [[Character]] can interact within the game, [[Character Development]] promotes [[Varied Gameplay]], for example, by changing how [[Roleplaying]] the [[Character]] should be done. [[Character Development]] that allows [[Varied Gameplay]] or affects the chances of performing actions can modulate players' [[Perceived Chance to Succeed]] but risks losing [[Player Balance]].",
|
| 13 |
+
"[[Character Development]] between game and play sessions are handled by [[Trans-Game Information]] that not only passes the original [[Character]] between the sessions but can also introduce changes. This happens intuitively in games with [[Persistent Game Worlds]] where the lifetime of [[Characters]] in general is long enough for reasonable [[Character Development]]."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Player Defined Goals",
|
| 18 |
"Paper-Rock-Scissors",
|
|
|
|
| 63 |
"file": "PlayerDefinedGoals"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Persistent Game Worlds",
|
| 67 |
+
"file": "PersistentGameWorlds"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 68 |
},
|
| 69 |
{
|
| 70 |
+
"name": "Characters",
|
| 71 |
+
"file": "Characters"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Collecting",
|
| 75 |
+
"file": "Collecting"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Avatars",
|
| 79 |
+
"file": "Avatars"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Varied Gameplay",
|
| 83 |
+
"file": "VariedGameplay"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
"name": "Privileged Abilities",
|
| 87 |
"file": "PrivilegedAbilities"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Skills",
|
| 91 |
+
"file": "Skills"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
+
"name": "Investments",
|
| 95 |
+
"file": "Investments"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
+
"name": "Consistent Reality Logic",
|
| 99 |
+
"file": "ConsistentRealityLogic"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
+
"name": "Diminishing Returns",
|
| 103 |
+
"file": "DiminishingReturns"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
"name": "Character Development",
|
| 107 |
"file": "CharacterDevelopment"
|
| 108 |
},
|
| 109 |
{
|
| 110 |
+
"name": "Improved Abilities",
|
| 111 |
+
"file": "ImprovedAbilities"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 112 |
},
|
| 113 |
{
|
| 114 |
+
"name": "Roleplaying",
|
| 115 |
+
"file": "Roleplaying"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
"name": "Extra-Game Consequences",
|
| 119 |
"file": "Extra-GameConsequences"
|
| 120 |
},
|
| 121 |
{
|
| 122 |
+
"name": "Player Balance",
|
| 123 |
+
"file": "PlayerBalance"
|
| 124 |
},
|
| 125 |
{
|
| 126 |
+
"name": "Narrative Structures",
|
| 127 |
+
"file": "NarrativeStructures"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
+
"name": "New Abilities",
|
| 131 |
+
"file": "NewAbilities"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
+
"name": "Paper-Rock-Scissors",
|
| 135 |
+
"file": "Paper-Rock-Scissors"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
+
"name": "Balancing Effects",
|
| 139 |
+
"file": "BalancingEffects"
|
| 140 |
},
|
| 141 |
{
|
| 142 |
+
"name": "Gain Competence",
|
| 143 |
+
"file": "GainCompetence"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
+
"name": "Freedom of Choice",
|
| 147 |
+
"file": "FreedomofChoice"
|
| 148 |
},
|
| 149 |
{
|
| 150 |
+
"name": "Rewards",
|
| 151 |
+
"file": "Rewards"
|
| 152 |
},
|
| 153 |
{
|
| 154 |
+
"name": "Planned Character Development",
|
| 155 |
+
"file": "PlannedCharacterDevelopment"
|
| 156 |
},
|
| 157 |
{
|
| 158 |
+
"name": "Perceived Chance to Succeed",
|
| 159 |
+
"file": "PerceivedChancetoSucceed"
|
| 160 |
},
|
| 161 |
{
|
| 162 |
+
"name": "Ability Losses",
|
| 163 |
+
"file": "AbilityLosses"
|
| 164 |
+
},
|
| 165 |
+
{
|
| 166 |
+
"name": "Trans-Game Information",
|
| 167 |
+
"file": "Trans-GameInformation"
|
| 168 |
}
|
| 169 |
],
|
| 170 |
+
"pattern_id": "CharacterDevelopment",
|
| 171 |
+
"playable_concept": "Not available yet",
|
| 172 |
+
"metadata": {
|
| 173 |
+
"version": "1.2",
|
| 174 |
+
"date_processed": "2025-04-24",
|
| 175 |
+
"source_file": "CharacterDevelopment.htm",
|
| 176 |
+
"converter_version": "1.2"
|
| 177 |
+
}
|
| 178 |
}
|
Characters.json
CHANGED
|
@@ -2,22 +2,20 @@
|
|
| 2 |
"pattern_name": "Characters",
|
| 3 |
"description": "Abstract representations of persons in a game.",
|
| 4 |
"content": [
|
| 5 |
-
"Many games let players control game elements that represent people or creatures that act in the Game World. When these people or creatures have characteristics not directly shown in the Game World that can change during gameplay, these game elements have an abstract element called Character."
|
| 6 |
-
"Example: Roleplaying games let each player control a character, and one of the main types of achievement in the games is to raise the character's level, stats, or skills.",
|
| 7 |
-
"Example: Return to Castle Wolfenstein: Enemy Territory is a first-person shooter where players have characters that can develop between levels by gaining experience points in various skills."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"The design of use of Characters in games can either be on the level of creating explicit characters or by creating rules for how players can create their own Characters. Independent of how Characters are created, the game designer can choose whether Character Development should be possible and if players should be able to affect it. Allowing players control over Character Development increases Freedom of Choice as well as creates Planned Character Development, which is a form of Investment. This planning offers players the chance of Varied Gameplay by making use of New Abilities to instantiate potential Orthogonal Unit Differentiation. Planned Character Development gives the possibility for Team Development in games with Team Play. However, unless games make use of Game Masters, this kind of Freedom of Choice regarding Characters may be difficult to combine with Narrative Structures.",
|
| 11 |
-
"Creating complete Characters lets them fit within an Alternative Reality and allows personalized and unique Avatars for each Character. In games with Combat or Overcome goals between the players, pre-created Characters can be extensively play-tested to ensure Player Balance. The use of pre-created Characters is common in games either where Character Development is not a large part of gameplay or where the Character, and any Character Development, is closely tied to a tightly controlled Narrative Structure.",
|
| 12 |
-
"Typical ways of letting players create Characters are based around Randomness or Budgeted Action Points. These are in turn used to determine the many various characteristics possible: the Handle that identifies the character to other players; number values that represent physical or mental abilities or status of measurements such as Lives, health, and fatigue; Skills that affect the likelihood of succeeding with actions and may give Privileged Abilities such as being a Producer that can create Renewable Resources; advantages, disadvantages, quirks, or other ways of describing character traits and motivating initial Decreased Abilities, Improved Abilities, or Privileged Abilities; worldly possessions and equipment that represents Resources or Tools; and occupations, social statuses, and social networks that define the characters place in the Game World. In games with Avatars, some of these characteristics are usually cosmetic. The variety of values associated with Characters then open up for the range of Rewards, such as Improved Abilities through raised Skills, and Penalties, such as Decreased Abilities through received Damage, that can occur during gameplay.",
|
| 13 |
-
"When players have rules for creating Characters, this gives them Freedom of Choice and Creative Control depending on the level of Randomness involved in the process, but this increases the possibilities for Identification
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
-
"Characters provide games with points for Identification and through these points Emotional Immersion, which can strengthen the impact of, and widen the range of, Penalties usable in the game, especially in the case of Persistent Game Worlds. The presence of Characters also allows more detailed Enemies and richer Narrative Structure where social relationships and Character Development can be important components. This is especially true in cases where Roleplaying the Characters or Storytelling about the Characters is possible.",
|
| 17 |
-
"In games with Game Worlds, Characters form links between abstract game state values and concrete game state values through their connection to Avatars. When no concrete Game World exists, Characters take the role of Focus Loci in replacement of Avatars.",
|
| 18 |
-
"In Multiplayer Games, having Characters with different Privileged Abilities allows Orthogonal Unit Differentiation and lets players specialize in different Competence Areas. However, the differences in abilities may cause Player Balance to be disrupted."
|
| 19 |
],
|
| 20 |
-
"
|
| 21 |
"Instantiates": [
|
| 22 |
"Competence Areas",
|
| 23 |
"Emotional Immersion",
|
|
@@ -74,85 +72,73 @@
|
|
| 74 |
],
|
| 75 |
"label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
|
| 76 |
"pattern_links": [
|
| 77 |
-
{
|
| 78 |
-
"name": "Tools",
|
| 79 |
-
"file": "Tools"
|
| 80 |
-
},
|
| 81 |
{
|
| 82 |
"name": "Player Defined Goals",
|
| 83 |
"file": "PlayerDefinedGoals"
|
| 84 |
},
|
| 85 |
-
{
|
| 86 |
-
"name": "Damage",
|
| 87 |
-
"file": "Damage"
|
| 88 |
-
},
|
| 89 |
{
|
| 90 |
"name": "Creative Control",
|
| 91 |
"file": "CreativeControl"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
-
"name": "
|
| 95 |
-
"file": "
|
| 96 |
-
},
|
| 97 |
-
{
|
| 98 |
-
"name": "Dedicated Game Facilitators",
|
| 99 |
-
"file": "DedicatedGameFacilitators"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
-
"name": "
|
| 127 |
-
"file": "
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "
|
| 132 |
},
|
| 133 |
{
|
| 134 |
-
"name": "
|
| 135 |
-
"file": "
|
| 136 |
},
|
| 137 |
{
|
| 138 |
-
"name": "
|
| 139 |
-
"file": "
|
| 140 |
},
|
| 141 |
{
|
| 142 |
-
"name": "
|
| 143 |
-
"file": "
|
| 144 |
},
|
| 145 |
{
|
| 146 |
-
"name": "
|
| 147 |
-
"file": "
|
| 148 |
},
|
| 149 |
{
|
| 150 |
-
"name": "
|
| 151 |
-
"file": "
|
| 152 |
},
|
| 153 |
{
|
| 154 |
-
"name": "
|
| 155 |
-
"file": "
|
| 156 |
},
|
| 157 |
{
|
| 158 |
"name": "Renewable Resources",
|
|
@@ -163,133 +149,100 @@
|
|
| 163 |
"file": "ImprovedAbilities"
|
| 164 |
},
|
| 165 |
{
|
| 166 |
-
"name": "
|
| 167 |
-
"file": "
|
| 168 |
-
},
|
| 169 |
-
{
|
| 170 |
-
"name": "Character",
|
| 171 |
-
"file": "Characters"
|
| 172 |
-
},
|
| 173 |
-
{
|
| 174 |
-
"name": "Overcome",
|
| 175 |
-
"file": "Overcome"
|
| 176 |
-
},
|
| 177 |
-
{
|
| 178 |
-
"name": "Penalties",
|
| 179 |
-
"file": "Penalties"
|
| 180 |
-
},
|
| 181 |
-
{
|
| 182 |
-
"name": "Producer",
|
| 183 |
-
"file": "Producers"
|
| 184 |
-
},
|
| 185 |
-
{
|
| 186 |
-
"name": "Emotional Immersion",
|
| 187 |
-
"file": "EmotionalImmersion"
|
| 188 |
},
|
| 189 |
{
|
| 190 |
-
"name": "
|
| 191 |
-
"file": "
|
| 192 |
},
|
| 193 |
{
|
| 194 |
-
"name": "
|
| 195 |
-
"file": "
|
| 196 |
},
|
| 197 |
{
|
| 198 |
-
"name": "
|
| 199 |
-
"file": "
|
| 200 |
},
|
| 201 |
{
|
| 202 |
-
"name": "
|
| 203 |
-
"file": "
|
| 204 |
},
|
| 205 |
{
|
| 206 |
-
"name": "
|
| 207 |
-
"file": "
|
| 208 |
},
|
| 209 |
{
|
| 210 |
-
"name": "
|
| 211 |
-
"file": "
|
| 212 |
},
|
| 213 |
{
|
| 214 |
-
"name": "
|
| 215 |
-
"file": "
|
| 216 |
},
|
| 217 |
{
|
| 218 |
-
"name": "
|
| 219 |
-
"file": "
|
| 220 |
},
|
| 221 |
{
|
| 222 |
-
"name": "
|
| 223 |
-
"file": "
|
| 224 |
},
|
| 225 |
{
|
| 226 |
-
"name": "
|
| 227 |
-
"file": "
|
| 228 |
},
|
| 229 |
{
|
| 230 |
-
"name": "
|
| 231 |
-
"file": "
|
| 232 |
},
|
| 233 |
{
|
| 234 |
-
"name": "
|
| 235 |
-
"file": "
|
| 236 |
},
|
| 237 |
{
|
| 238 |
"name": "Resources",
|
| 239 |
"file": "Resources"
|
| 240 |
},
|
| 241 |
{
|
| 242 |
-
"name": "
|
| 243 |
-
"file": "
|
| 244 |
},
|
| 245 |
{
|
| 246 |
-
"name": "
|
| 247 |
-
"file": "
|
| 248 |
},
|
| 249 |
{
|
| 250 |
-
"name": "
|
| 251 |
-
"file": "
|
| 252 |
},
|
| 253 |
{
|
| 254 |
-
"name": "
|
| 255 |
-
"file": "
|
| 256 |
},
|
| 257 |
{
|
| 258 |
-
"name": "
|
| 259 |
-
"file": "
|
| 260 |
},
|
| 261 |
{
|
| 262 |
"name": "Immersion",
|
| 263 |
"file": "Immersion"
|
| 264 |
},
|
| 265 |
{
|
| 266 |
-
"name": "
|
| 267 |
-
"file": "
|
| 268 |
-
},
|
| 269 |
-
{
|
| 270 |
-
"name": "Investments",
|
| 271 |
-
"file": "Investments"
|
| 272 |
-
},
|
| 273 |
-
{
|
| 274 |
-
"name": "Varied Gameplay",
|
| 275 |
-
"file": "VariedGameplay"
|
| 276 |
-
},
|
| 277 |
-
{
|
| 278 |
-
"name": "Budgeted Action Points",
|
| 279 |
-
"file": "BudgetedActionPoints"
|
| 280 |
-
},
|
| 281 |
-
{
|
| 282 |
-
"name": "Handles",
|
| 283 |
-
"file": "Handles"
|
| 284 |
-
},
|
| 285 |
-
{
|
| 286 |
-
"name": "Game Masters",
|
| 287 |
-
"file": "GameMasters"
|
| 288 |
},
|
| 289 |
{
|
| 290 |
-
"name": "
|
| 291 |
-
"file": "
|
| 292 |
}
|
| 293 |
],
|
| 294 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 295 |
}
|
|
|
|
| 2 |
"pattern_name": "Characters",
|
| 3 |
"description": "Abstract representations of persons in a game.",
|
| 4 |
"content": [
|
| 5 |
+
"Many games let players control game elements that represent people or creatures that act in the [[Game World]]. When these people or creatures have characteristics not directly shown in the [[Game World]] that can change during gameplay, these game elements have an abstract element called [[Character]]."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The design of use of [[Characters]] in games can either be on the level of creating explicit characters or by creating rules for how players can create their own [[Characters]]. Independent of how [[Characters]] are created, the game designer can choose whether [[Character Development]] should be possible and if players should be able to affect it. Allowing players control over [[Character Development]] increases [[Freedom of Choice]] as well as creates [[Planned Character Development]], which is a form of [[Investment]]. This planning offers players the chance of [[Varied Gameplay]] by making use of [[New Abilities]] to instantiate potential [[Orthogonal Unit Differentiation]]. [[Planned Character Development]] gives the possibility for [[Team Development]] in games with [[Team Play]]. However, unless games make use of [[Game Masters]], this kind of [[Freedom of Choice]] regarding [[Characters]] may be difficult to combine with [[Narrative Structures]].",
|
| 9 |
+
"Creating complete [[Characters]] lets them fit within an [[Alternative Reality]] and allows personalized and unique [[Avatars]] for each [[Character]]. In games with [[Combat]] or [[Overcome]] goals between the players, pre-created [[Characters]] can be extensively play-tested to ensure [[Player Balance]]. The use of pre-created [[Characters]] is common in games either where [[Character Development]] is not a large part of gameplay or where the [[Character]], and any [[Character Development]], is closely tied to a tightly controlled [[Narrative Structure]].",
|
| 10 |
+
"Typical ways of letting players create [[Characters]] are based around [[Randomness]] or [[Budgeted Action Points]]. These are in turn used to determine the many various characteristics possible: the [[Handle]] that identifies the character to other players; number values that represent physical or mental abilities or status of measurements such as [[Lives]], health, and fatigue; [[Skills]] that affect the likelihood of succeeding with actions and may give [[Privileged Abilities]] such as being a [[Producer]] that can create [[Renewable Resources]]; advantages, disadvantages, quirks, or other ways of describing character traits and motivating initial Decreased Abilities, Improved Abilities, or [[Privileged Abilities]]; worldly possessions and equipment that represents [[Resources]] or [[Tools]]; and occupations, social statuses, and social networks that define the characters place in the [[Game World]]. In games with [[Avatars]], some of these characteristics are usually cosmetic. The variety of values associated with [[Characters]] then open up for the range of [[Rewards]], such as [[Improved Abilities]] through raised [[Skills]], and [[Penalties]], such as [[Decreased Abilities]] through received [[Damage]], that can occur during gameplay.",
|
| 11 |
+
"When players have rules for creating [[Characters]], this gives them [[Freedom of Choice]] and [[Creative Control]] depending on the level of [[Randomness]] involved in the process, but this increases the possibilities for [[Identification]] and[[Immersion]] through [[Emotional Immersion]] in all cases. The personalization possible also allows players to construct [[Player Defined Goals]] for their [[Characters]] as they are created, and can give them the [[Illusion of Influence]] over how the [[Narrative Structure]] will develop. However, with a larger amount of [[Freedom of Choice]] regarding the character creation process, the problem of fitting or adjusting the character to an integral role in a [[Narrative Structure]] increases also. This problem can be mitigated by the presence of [[Dedicated Game Facilitators]] that can perform [[Negotiation]] to make the [[Character]] suitable to the planned events in the game or modify the [[Narrative Structure]] to fit the [[Character]]."
|
| 12 |
],
|
| 13 |
+
"consequences": [
|
| 14 |
+
"[[Characters]] provide games with points for [[Identification]] and through these points [[Emotional Immersion]], which can strengthen the impact of, and widen the range of, [[Penalties]] usable in the game, especially in the case of [[Persistent Game Worlds]]. The presence of [[Characters]] also allows more detailed [[Enemies]] and richer [[Narrative Structure]] where social relationships and [[Character Development]] can be important components. This is especially true in cases where [[Roleplaying]] the [[Characters]] or [[Storytelling]] about the [[Characters]] is possible.",
|
| 15 |
+
"In games with [[Game Worlds]], [[Characters]] form links between abstract game state values and concrete game state values through their connection to [[Avatars]]. When no concrete [[Game World]] exists, [[Characters]] take the role of [[Focus Loci]] in replacement of [[Avatars]].",
|
| 16 |
+
"In [[Multiplayer Games]], having [[Characters]] with different [[Privileged Abilities]] allows [[Orthogonal Unit Differentiation]] and lets players specialize in different [[Competence Areas]]. However, the differences in abilities may cause [[Player Balance]] to be disrupted."
|
| 17 |
],
|
| 18 |
+
"relations": {
|
| 19 |
"Instantiates": [
|
| 20 |
"Competence Areas",
|
| 21 |
"Emotional Immersion",
|
|
|
|
| 72 |
],
|
| 73 |
"label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
|
| 74 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
| 75 |
{
|
| 76 |
"name": "Player Defined Goals",
|
| 77 |
"file": "PlayerDefinedGoals"
|
| 78 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 79 |
{
|
| 80 |
"name": "Creative Control",
|
| 81 |
"file": "CreativeControl"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
+
"name": "Persistent Game Worlds",
|
| 85 |
+
"file": "PersistentGameWorlds"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Avatars",
|
| 89 |
+
"file": "Avatars"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Producers",
|
| 93 |
+
"file": "Producers"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
+
"name": "Lives",
|
| 97 |
+
"file": "Lives"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
+
"name": "Handles",
|
| 101 |
+
"file": "Handles"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
+
"name": "Varied Gameplay",
|
| 105 |
+
"file": "VariedGameplay"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
+
"name": "Privileged Abilities",
|
| 109 |
+
"file": "PrivilegedAbilities"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Skills",
|
| 113 |
+
"file": "Skills"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Penalties",
|
| 117 |
+
"file": "Penalties"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
+
"name": "Game Masters",
|
| 121 |
+
"file": "GameMasters"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
+
"name": "Investments",
|
| 125 |
+
"file": "Investments"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "Identification",
|
| 129 |
+
"file": "Identification"
|
| 130 |
},
|
| 131 |
{
|
| 132 |
+
"name": "Damage",
|
| 133 |
+
"file": "Damage"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
+
"name": "Character Development",
|
| 137 |
+
"file": "CharacterDevelopment"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
+
"name": "Decreased Abilities",
|
| 141 |
+
"file": "DecreasedAbilities"
|
| 142 |
},
|
| 143 |
{
|
| 144 |
"name": "Renewable Resources",
|
|
|
|
| 149 |
"file": "ImprovedAbilities"
|
| 150 |
},
|
| 151 |
{
|
| 152 |
+
"name": "Illusion of Influence",
|
| 153 |
+
"file": "IllusionofInfluence"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 154 |
},
|
| 155 |
{
|
| 156 |
+
"name": "Budgeted Action Points",
|
| 157 |
+
"file": "BudgetedActionPoints"
|
| 158 |
},
|
| 159 |
{
|
| 160 |
+
"name": "Storytelling",
|
| 161 |
+
"file": "Storytelling"
|
| 162 |
},
|
| 163 |
{
|
| 164 |
+
"name": "Focus Loci",
|
| 165 |
+
"file": "FocusLoci"
|
| 166 |
},
|
| 167 |
{
|
| 168 |
+
"name": "Roleplaying",
|
| 169 |
+
"file": "Roleplaying"
|
| 170 |
},
|
| 171 |
{
|
| 172 |
+
"name": "Orthogonal Unit Differentiation",
|
| 173 |
+
"file": "OrthogonalUnitDifferentiation"
|
| 174 |
},
|
| 175 |
{
|
| 176 |
+
"name": "Tools",
|
| 177 |
+
"file": "Tools"
|
| 178 |
},
|
| 179 |
{
|
| 180 |
+
"name": "Competence Areas",
|
| 181 |
+
"file": "CompetenceAreas"
|
| 182 |
},
|
| 183 |
{
|
| 184 |
+
"name": "Player Balance",
|
| 185 |
+
"file": "PlayerBalance"
|
| 186 |
},
|
| 187 |
{
|
| 188 |
+
"name": "Emotional Immersion",
|
| 189 |
+
"file": "EmotionalImmersion"
|
| 190 |
},
|
| 191 |
{
|
| 192 |
+
"name": "Narrative Structures",
|
| 193 |
+
"file": "NarrativeStructures"
|
| 194 |
},
|
| 195 |
{
|
| 196 |
+
"name": "New Abilities",
|
| 197 |
+
"file": "NewAbilities"
|
| 198 |
},
|
| 199 |
{
|
| 200 |
+
"name": "Enemies",
|
| 201 |
+
"file": "Enemies"
|
| 202 |
},
|
| 203 |
{
|
| 204 |
"name": "Resources",
|
| 205 |
"file": "Resources"
|
| 206 |
},
|
| 207 |
{
|
| 208 |
+
"name": "Freedom of Choice",
|
| 209 |
+
"file": "FreedomofChoice"
|
| 210 |
},
|
| 211 |
{
|
| 212 |
+
"name": "Planned Character Development",
|
| 213 |
+
"file": "PlannedCharacterDevelopment"
|
| 214 |
},
|
| 215 |
{
|
| 216 |
+
"name": "Rewards",
|
| 217 |
+
"file": "Rewards"
|
| 218 |
},
|
| 219 |
{
|
| 220 |
+
"name": "Randomness",
|
| 221 |
+
"file": "Randomness"
|
| 222 |
},
|
| 223 |
{
|
| 224 |
+
"name": "Alternative Reality",
|
| 225 |
+
"file": "AlternativeReality"
|
| 226 |
},
|
| 227 |
{
|
| 228 |
"name": "Immersion",
|
| 229 |
"file": "Immersion"
|
| 230 |
},
|
| 231 |
{
|
| 232 |
+
"name": "Multiplayer Games",
|
| 233 |
+
"file": "MultiplayerGames"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 234 |
},
|
| 235 |
{
|
| 236 |
+
"name": "Dedicated Game Facilitators",
|
| 237 |
+
"file": "DedicatedGameFacilitators"
|
| 238 |
}
|
| 239 |
],
|
| 240 |
+
"pattern_id": "Characters",
|
| 241 |
+
"playable_concept": "Not available yet",
|
| 242 |
+
"metadata": {
|
| 243 |
+
"version": "1.2",
|
| 244 |
+
"date_processed": "2025-04-24",
|
| 245 |
+
"source_file": "Characters.htm",
|
| 246 |
+
"converter_version": "1.2"
|
| 247 |
+
}
|
| 248 |
}
|
Chargers.json
CHANGED
|
@@ -1,20 +1,16 @@
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Chargers",
|
| 3 |
"description": "Chargers are locations in the Game World that affect the players' resources when they are in the location.",
|
| 4 |
-
"content": [
|
| 5 |
-
|
| 6 |
-
"
|
| 7 |
-
"Example: The board game Robo-Rally contains repair areas, which remove damage from the player's robot if it spends time there."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"
|
|
|
|
|
|
|
| 11 |
],
|
| 12 |
-
"
|
| 13 |
-
"Chargers provide means for players to get New Abilities or Improved Abilities as well as providing Renewable Resources.",
|
| 14 |
-
"They function as both Resource Locations and Resource Generators but do not produce any Resources unless a player is within the area, which may require Maneuvering to get to. They are typically used to give the player Renewable Resources, which can be used as goals or to set the Right Level of Complexity. Their presence in a Game World creates natural Gain Competence and Traverse goals.",
|
| 15 |
-
"If the Charger provides a bonus beyond the normal limits, i. e., letting players move faster than otherwise possible, it can be seen as a form of Power-Up that gives Privileged Abilities. For Chargers that give a certain effect per time unit spent in its effect area, staying on it is a Risk/Reward Tradeoff for players as their Freedom of Choice is limited. If the area that contains the Charger can be controlled so other players cannot access the Charger, this can give rise to Gain Ownership goals."
|
| 16 |
-
],
|
| 17 |
-
"Relations": {
|
| 18 |
"Instantiates": [
|
| 19 |
"Gain Competence",
|
| 20 |
"Resource Generators",
|
|
@@ -46,102 +42,73 @@
|
|
| 46 |
],
|
| 47 |
"label": "5. Game Design Patterns for Game Elements",
|
| 48 |
"pattern_links": [
|
| 49 |
-
{
|
| 50 |
-
"name": "Gain Ownership",
|
| 51 |
-
"file": "GainOwnership"
|
| 52 |
-
},
|
| 53 |
-
{
|
| 54 |
-
"name": "Chargers",
|
| 55 |
-
"file": "Chargers"
|
| 56 |
-
},
|
| 57 |
-
{
|
| 58 |
-
"name": "Skills",
|
| 59 |
-
"file": "Skills"
|
| 60 |
-
},
|
| 61 |
-
{
|
| 62 |
-
"name": "Freedom of Choice",
|
| 63 |
-
"file": "FreedomofChoice"
|
| 64 |
-
},
|
| 65 |
{
|
| 66 |
"name": "Risk/Reward",
|
| 67 |
"file": "RiskReward"
|
| 68 |
},
|
| 69 |
-
{
|
| 70 |
-
"name": "New Abilities",
|
| 71 |
-
"file": "NewAbilities"
|
| 72 |
-
},
|
| 73 |
-
{
|
| 74 |
-
"name": "Resource",
|
| 75 |
-
"file": "Resources"
|
| 76 |
-
},
|
| 77 |
-
{
|
| 78 |
-
"name": "Gain Competence",
|
| 79 |
-
"file": "GainCompetence"
|
| 80 |
-
},
|
| 81 |
-
{
|
| 82 |
-
"name": "Privileged Ability",
|
| 83 |
-
"file": "PrivilegedAbilities"
|
| 84 |
-
},
|
| 85 |
{
|
| 86 |
"name": "Privileged Abilities",
|
| 87 |
"file": "PrivilegedAbilities"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
-
},
|
| 93 |
-
{
|
| 94 |
-
"name": "Right Level of Complexity",
|
| 95 |
-
"file": "RightLevelofComplexity"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
| 100 |
},
|
| 101 |
{
|
| 102 |
"name": "Outstanding Features",
|
| 103 |
"file": "OutstandingFeatures"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
-
"name": "
|
| 127 |
-
"file": "
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "
|
| 132 |
},
|
| 133 |
{
|
| 134 |
-
"name": "
|
| 135 |
-
"file": "
|
| 136 |
},
|
| 137 |
{
|
| 138 |
"name": "Resource Generators",
|
| 139 |
"file": "ResourceGenerators"
|
| 140 |
},
|
| 141 |
{
|
| 142 |
-
"name": "
|
| 143 |
-
"file": "
|
| 144 |
}
|
| 145 |
],
|
| 146 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 147 |
}
|
|
|
|
| 1 |
{
|
| 2 |
"pattern_name": "Chargers",
|
| 3 |
"description": "Chargers are locations in the Game World that affect the players' resources when they are in the location.",
|
| 4 |
+
"content": [],
|
| 5 |
+
"using_the_pattern": [
|
| 6 |
+
"Selecting the [[Improved Abilities]], the [[New Abilities]], and possibly [[Privileged Abilities]], or [[Resource]] gained defines the use of the [[Charger]]. The way it produces [[Resources]] is similar to [[Resource Generators]] except that players usually do not have any choice if they should be affected by the [[Charger]] (besides not entering its affect area), and any [[Privileged Ability]] granted by the [[Charger]] may be activated at once, for example, as in the case of speed boosters in most racing games. [[Improved Abilities]] can be handled by simply increasing [[Skills]] or increasing the effect of player actions."
|
|
|
|
| 7 |
],
|
| 8 |
+
"consequences": [
|
| 9 |
+
"[[Chargers]] provide means for players to get [[New Abilities]] or [[Improved Abilities]] as well as providing [[Renewable Resources]].",
|
| 10 |
+
"They function as both [[Resource Locations]] and [[Resource Generators]] but do not produce any [[Resources]] unless a player is within the area, which may require [[Maneuvering]] to get to. They are typically used to give the player [[Renewable Resources]], which can be used as goals or to set the [[Right Level of Complexity]]. Their presence in a [[Game World]] creates natural [[Gain Competence]] and [[Traverse]] goals.",
|
| 11 |
+
"If the [[Charger]] provides a bonus beyond the normal limits, i. e., letting players move faster than otherwise possible, it can be seen as a form of [[Power-Up]] that gives [[Privileged Abilities]]. For [[Chargers]] that give a certain effect per time unit spent in its effect area, staying on it is a [[Risk/Reward]] [[Tradeoff]] for players as their [[Freedom of Choice]] is limited. If the area that contains the [[Charger]] can be controlled so other players cannot access the [[Charger]], this can give rise to [[Gain Ownership]] goals."
|
| 12 |
],
|
| 13 |
+
"relations": {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 14 |
"Instantiates": [
|
| 15 |
"Gain Competence",
|
| 16 |
"Resource Generators",
|
|
|
|
| 42 |
],
|
| 43 |
"label": "5. Game Design Patterns for Game Elements",
|
| 44 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 45 |
{
|
| 46 |
"name": "Risk/Reward",
|
| 47 |
"file": "RiskReward"
|
| 48 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 49 |
{
|
| 50 |
"name": "Privileged Abilities",
|
| 51 |
"file": "PrivilegedAbilities"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
+
"name": "Gain Competence",
|
| 55 |
+
"file": "GainCompetence"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Resources",
|
| 59 |
+
"file": "Resources"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
"name": "Outstanding Features",
|
| 63 |
"file": "OutstandingFeatures"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Avatars",
|
| 67 |
+
"file": "Avatars"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
+
"name": "Maneuvering",
|
| 71 |
+
"file": "Maneuvering"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Resource Locations",
|
| 75 |
+
"file": "ResourceLocations"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Gain Ownership",
|
| 79 |
+
"file": "GainOwnership"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Traverse",
|
| 83 |
+
"file": "Traverse"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
+
"name": "Renewable Resources",
|
| 87 |
+
"file": "RenewableResources"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Skills",
|
| 91 |
+
"file": "Skills"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
+
"name": "Improved Abilities",
|
| 95 |
+
"file": "ImprovedAbilities"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
"name": "Resource Generators",
|
| 99 |
"file": "ResourceGenerators"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
+
"name": "New Abilities",
|
| 103 |
+
"file": "NewAbilities"
|
| 104 |
}
|
| 105 |
],
|
| 106 |
+
"pattern_id": "Chargers",
|
| 107 |
+
"playable_concept": "Not available yet",
|
| 108 |
+
"metadata": {
|
| 109 |
+
"version": "1.2",
|
| 110 |
+
"date_processed": "2025-04-24",
|
| 111 |
+
"source_file": "Chargers.htm",
|
| 112 |
+
"converter_version": "1.2"
|
| 113 |
+
}
|
| 114 |
}
|
ClosedEconomies.json
CHANGED
|
@@ -2,19 +2,18 @@
|
|
| 2 |
"pattern_name": "Closed Economies",
|
| 3 |
"description": "A game design which makes the number of a certain type of resources fixed during entire game sessions, although the resources may take different forms or have different status during that period.",
|
| 4 |
"content": [
|
| 5 |
-
"Closed Economies in games mean that there is no production of resources within the game system and that the resources do not leave the game system. These resources, however, are free to circulate within the game system and they can be transformed into other resources and game elements during the gameplay."
|
| 6 |
-
"Example: the deck of cards in Poker forms a Closed Economy as no new cards are produced during the gameplay and no cards are removed from play between the rounds. The bets used in Poker are also a kind of Closed Economy; only the distribution of these resources among the players changes during the gameplay."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Closed Economies are easier to create when the Resources used during the game cannot be converted to other types of Resources. In these cases it is usually the distribution of these Resources among the different players that is used as the main variation in the gameplay, as are for example the cases with Poker and other Betting games using Closed Economies.",
|
| 10 |
-
"Although the number of Resources is fixed in Closed Economies, the distribution of them can vary and sometimes the possibility of variation is modulated by restricting the number of potential owners of the Resources. This can be used as an end condition for game sessions: the players who run out of their Resources are removed from play through Player Elimination.",
|
| 11 |
-
"More complex cases of Closed Economies are found in games where the Resources can be converted to other types of Resources through the use of Converters. If this conversion can be cyclical, i. e. that Resource A can be converted to Resource B and later Resource B can be converted to Resource A, the conversion rate has to be symmetrical. In more complex cases the number of Resources may differ, but for the system to be a Closed Economy the original distribution of Resources must be achieved, providing a form of Reversability even though other parts of the game state may have changed. The conversion of initial Resources to other Resources can also be used as an end condition for the game: when all or a certain amount of the initial Resources are converted the game or the mode of play ends."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"Closed Economies make the use of Resources independent of the number of that kind of Resource in a game. This makes them into Renewable Resources from the players' perspective although they are Non-Renewable Resources from a game design level.",
|
| 15 |
-
"The games with Closed Economies usually impose a kind of Time Limit to game instances as Closed Economies easily grind to halt either when the Resource distribution among the players becomes unbalanced or when there are no further favorable possibilities for converting the available Resources."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
"Instantiates": [
|
| 19 |
"Reversability",
|
| 20 |
"Player Elimination",
|
|
@@ -37,53 +36,44 @@
|
|
| 37 |
"label": "6. Game Design Patterns for Resource and Resource Management",
|
| 38 |
"pattern_links": [
|
| 39 |
{
|
| 40 |
-
"name": "
|
| 41 |
-
"file": "
|
| 42 |
},
|
| 43 |
{
|
| 44 |
"name": "Resources",
|
| 45 |
"file": "Resources"
|
| 46 |
},
|
| 47 |
{
|
| 48 |
-
"name": "
|
| 49 |
-
"file": "RenewableResources"
|
| 50 |
-
},
|
| 51 |
-
{
|
| 52 |
-
"name": "Non-Renewable Resources",
|
| 53 |
-
"file": "Non-RenewableResources"
|
| 54 |
-
},
|
| 55 |
-
{
|
| 56 |
-
"name": "Closed Economies",
|
| 57 |
"file": "ClosedEconomies"
|
| 58 |
},
|
| 59 |
{
|
| 60 |
-
"name": "
|
| 61 |
-
"file": "
|
| 62 |
-
},
|
| 63 |
-
{
|
| 64 |
-
"name": "Closed Economy",
|
| 65 |
-
"file": "ClosedEconomies"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
"name": "Player Elimination",
|
| 69 |
"file": "PlayerElimination"
|
| 70 |
},
|
| 71 |
{
|
| 72 |
-
"name": "
|
| 73 |
-
"file": "
|
| 74 |
-
},
|
| 75 |
-
{
|
| 76 |
-
"name": "Resource",
|
| 77 |
-
"file": "Resources"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
-
"name": "
|
| 81 |
-
"file": "
|
| 82 |
},
|
| 83 |
{
|
| 84 |
-
"name": "
|
| 85 |
-
"file": "
|
| 86 |
}
|
| 87 |
],
|
| 88 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 89 |
}
|
|
|
|
| 2 |
"pattern_name": "Closed Economies",
|
| 3 |
"description": "A game design which makes the number of a certain type of resources fixed during entire game sessions, although the resources may take different forms or have different status during that period.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Closed Economies]] in games mean that there is no production of resources within the game system and that the resources do not leave the game system. These resources, however, are free to circulate within the game system and they can be transformed into other resources and game elements during the gameplay."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Closed Economies]] are easier to create when the [[Resources]] used during the game cannot be converted to other types of [[Resources]]. In these cases it is usually the distribution of these [[Resources]] among the different players that is used as the main variation in the gameplay, as are for example the cases with Poker and other [[Betting]] games using [[Closed Economies]].",
|
| 9 |
+
"Although the number of [[Resources]] is fixed in [[Closed Economies]], the distribution of them can vary and sometimes the possibility of variation is modulated by restricting the number of potential owners of the [[Resources]]. This can be used as an end condition for game sessions: the players who run out of their [[Resources]] are removed from play through [[Player Elimination]].",
|
| 10 |
+
"More complex cases of [[Closed Economies]] are found in games where the [[Resources]] can be converted to other types of [[Resources]] through the use of [[Converters]]. If this conversion can be cyclical, i. e. that [[Resource]] A can be converted to [[Resource]] B and later [[Resource]] B can be converted to [[Resource]] A, the conversion rate has to be symmetrical. In more complex cases the number of [[Resources]] may differ, but for the system to be a [[Closed Economy]] the original distribution of [[Resources]] must be achieved, providing a form of [[Reversability]] even though other parts of the game state may have changed. The conversion of initial [[Resources]] to other [[Resources]] can also be used as an end condition for the game: when all or a certain amount of the initial [[Resources]] are converted the game or the mode of play ends."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"[[Closed Economies]] make the use of [[Resources]] independent of the number of that kind of [[Resource]] in a game. This makes them into [[Renewable Resources]] from the players' perspective although they are [[Non-Renewable Resources]] from a game design level.",
|
| 14 |
+
"The games with [[Closed Economies]] usually impose a kind of [[Time Limit]] to game instances as [[Closed Economies]] easily grind to halt either when the [[Resource]] distribution among the players becomes unbalanced or when there are no further favorable possibilities for converting the available [[Resources]]."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Reversability",
|
| 19 |
"Player Elimination",
|
|
|
|
| 36 |
"label": "6. Game Design Patterns for Resource and Resource Management",
|
| 37 |
"pattern_links": [
|
| 38 |
{
|
| 39 |
+
"name": "Reversability",
|
| 40 |
+
"file": "Reversability"
|
| 41 |
},
|
| 42 |
{
|
| 43 |
"name": "Resources",
|
| 44 |
"file": "Resources"
|
| 45 |
},
|
| 46 |
{
|
| 47 |
+
"name": "Closed Economy",
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 48 |
"file": "ClosedEconomies"
|
| 49 |
},
|
| 50 |
{
|
| 51 |
+
"name": "Betting",
|
| 52 |
+
"file": "Betting"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 53 |
},
|
| 54 |
{
|
| 55 |
"name": "Player Elimination",
|
| 56 |
"file": "PlayerElimination"
|
| 57 |
},
|
| 58 |
{
|
| 59 |
+
"name": "Non-Renewable Resources",
|
| 60 |
+
"file": "Non-RenewableResources"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 61 |
},
|
| 62 |
{
|
| 63 |
+
"name": "Renewable Resources",
|
| 64 |
+
"file": "RenewableResources"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
+
"name": "Transfer of Control",
|
| 68 |
+
"file": "TransferofControl"
|
| 69 |
}
|
| 70 |
],
|
| 71 |
+
"pattern_id": "ClosedEconomies",
|
| 72 |
+
"playable_concept": "Not available yet",
|
| 73 |
+
"metadata": {
|
| 74 |
+
"version": "1.2",
|
| 75 |
+
"date_processed": "2025-04-24",
|
| 76 |
+
"source_file": "ClosedEconomies.htm",
|
| 77 |
+
"converter_version": "1.2"
|
| 78 |
+
}
|
| 79 |
}
|
ClosurePoints.json
CHANGED
|
@@ -2,19 +2,18 @@
|
|
| 2 |
"pattern_name": "Closure Points",
|
| 3 |
"description": "Closure Points are events in gameplay where the game state is, or can be, reduced in size.",
|
| 4 |
"content": [
|
| 5 |
-
"Many games have points where most of the information about game elements and actions performed become irrelevant and are discarded. This is typically the case after important end or evaluation functions have been done, and as such can be called Closure Points."
|
| 6 |
-
"Example: Completing a level in Quake discards all the information about where monsters and other game elements are on the level. The only information maintained in the game state from the level are the attributes of the player's character and general stats such as difficulty level."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Common forms of Closure Points include Levels, where typically only the information regarding game elements moved between the Levels is maintained, and Tournaments, where only the outcome of individual games is maintained. Additional common types of Closure Points include those when Transfer of Control occurs. Closure Points makenatural Save Points for players since the planning of tactics is often bounded by the closure of the associated pattern.",
|
| 10 |
-
"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.",
|
| 11 |
-
"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."
|
| 12 |
],
|
| 13 |
-
"
|
| 14 |
-
"Closure Points are natural points of importance in Narrative Structures and typically have some form of Downtime, often Cut Scenes, in conjunction with the Closure Points to let players experience the emotions attached to the Rewards or Penalties associated with the closure. Since Closure Points can affect what is described by the game state, they can be used to ensure Higher-Level Closures as Gameplay Progresses. Games without many Predefined Goals, e. g., Chess, have few Closure Points.",
|
| 15 |
-
"Although players may have Limited Foresight as to what may happen after a Closure Point, as well as what leads to the Closure Point, the knowledge that the Closure Point must occur gives players some Predictable Consequences of gameplay in games with Closure Points."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
"Instantiates": [
|
| 19 |
"Limited Foresight",
|
| 20 |
"Higher-Level Closures as Gameplay Progresses"
|
|
@@ -44,85 +43,60 @@
|
|
| 44 |
"label": "13. Game Design Patterns for Game Sessions",
|
| 45 |
"pattern_links": [
|
| 46 |
{
|
| 47 |
-
"name": "
|
| 48 |
-
"file": "PredictableConsequences"
|
| 49 |
-
},
|
| 50 |
-
{
|
| 51 |
-
"name": "Levels,",
|
| 52 |
"file": "Levels"
|
| 53 |
},
|
| 54 |
-
{
|
| 55 |
-
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 56 |
-
"file": "Higher-LevelClosuresasGameplayProgresses"
|
| 57 |
-
},
|
| 58 |
-
{
|
| 59 |
-
"name": "Predefined Goals",
|
| 60 |
-
"file": "PredefinedGoals"
|
| 61 |
-
},
|
| 62 |
-
{
|
| 63 |
-
"name": "Tournaments",
|
| 64 |
-
"file": "Tournaments"
|
| 65 |
-
},
|
| 66 |
{
|
| 67 |
"name": "Committed Goals",
|
| 68 |
"file": "CommittedGoals"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
-
"name": "
|
| 80 |
-
"file": "
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
},
|
| 90 |
{
|
| 91 |
-
"name": "
|
| 92 |
-
"file": "
|
| 93 |
},
|
| 94 |
{
|
| 95 |
"name": "Downtime",
|
| 96 |
"file": "Downtime"
|
| 97 |
},
|
| 98 |
{
|
| 99 |
-
"name": "
|
| 100 |
-
"file": "
|
| 101 |
-
},
|
| 102 |
-
{
|
| 103 |
-
"name": "Never Ending Stories",
|
| 104 |
-
"file": "NeverEndingStories"
|
| 105 |
-
},
|
| 106 |
-
{
|
| 107 |
-
"name": "Excluding Goals",
|
| 108 |
-
"file": "ExcludingGoals"
|
| 109 |
},
|
| 110 |
{
|
| 111 |
-
"name": "
|
| 112 |
-
"file": "
|
| 113 |
},
|
| 114 |
{
|
| 115 |
"name": "Narrative Structures",
|
| 116 |
"file": "NarrativeStructures"
|
| 117 |
-
},
|
| 118 |
-
{
|
| 119 |
-
"name": "Narrative Structure",
|
| 120 |
-
"file": "NarrativeStructures"
|
| 121 |
-
},
|
| 122 |
-
{
|
| 123 |
-
"name": "Levels",
|
| 124 |
-
"file": "Levels"
|
| 125 |
}
|
| 126 |
],
|
| 127 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 128 |
}
|
|
|
|
| 2 |
"pattern_name": "Closure Points",
|
| 3 |
"description": "Closure Points are events in gameplay where the game state is, or can be, reduced in size.",
|
| 4 |
"content": [
|
| 5 |
+
"Many games have points where most of the information about game elements and actions performed become irrelevant and are discarded. This is typically the case after important end or evaluation functions have been done, and as such can be called [[Closure Points]]."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"Common forms of [[Closure Points]] include [[Levels,]] where typically only the information regarding game elements moved between the [[Levels]] is maintained, and [[Tournaments]], where only the outcome of individual games is maintained. Additional common types of [[Closure Points]] include those when [[Transfer of Control]] occurs. [[Closure Points]] makenatural [[Save Points]] for players since the planning of tactics is often bounded by the closure of the associated pattern.",
|
| 9 |
+
"The goals leading to [[Closure Points]] can be made [[Committed Goals]] to ensure their occurrence, either to maintain the [[Narrative Structure]] or ensure [[Higher-Level Closures as Gameplay Progresses]]. [[Closure Points]] can also easily be created by using [[Excluding Goals]], since the completion of one of these goals can make parts of the game state irrelevant.",
|
| 10 |
+
"[[Closure Points]] can be difficult to combine with [[Never Ending Stories]]; either because the stories are created by players and thereby outside the control of the game design or because higher-level closures cannot be infinitely achieved, and the closures risk becoming repetitious."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"[[Closure Points]] are natural points of importance in [[Narrative Structures]] and typically have some form of [[Downtime]], often [[Cut Scenes]], in conjunction with the [[Closure Points]] to let players experience the emotions attached to the [[Rewards]] or [[Penalties]] associated with the closure. Since [[Closure Points]] can affect what is described by the game state, they can be used to ensure [[Higher-Level Closures as Gameplay Progresses]]. Games without many [[Predefined Goals]], e. g., Chess, have few [[Closure Points]].",
|
| 14 |
+
"Although players may have [[Limited Foresight]] as to what may happen after a [[Closure Point]], as well as what leads to the [[Closure Point]], the knowledge that the [[Closure Point]] must occur gives players some [[Predictable Consequences]] of gameplay in games with [[Closure Points]]."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Limited Foresight",
|
| 19 |
"Higher-Level Closures as Gameplay Progresses"
|
|
|
|
| 43 |
"label": "13. Game Design Patterns for Game Sessions",
|
| 44 |
"pattern_links": [
|
| 45 |
{
|
| 46 |
+
"name": "Levels",
|
|
|
|
|
|
|
|
|
|
|
|
|
| 47 |
"file": "Levels"
|
| 48 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 49 |
{
|
| 50 |
"name": "Committed Goals",
|
| 51 |
"file": "CommittedGoals"
|
| 52 |
},
|
| 53 |
{
|
| 54 |
+
"name": "Excluding Goals",
|
| 55 |
+
"file": "ExcludingGoals"
|
| 56 |
},
|
| 57 |
{
|
| 58 |
+
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 59 |
+
"file": "Higher-LevelClosuresasGameplayProgresses"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Save Points",
|
| 63 |
+
"file": "SavePoints"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Never Ending Stories",
|
| 67 |
+
"file": "NeverEndingStories"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
+
"name": "Tournaments",
|
| 71 |
+
"file": "Tournaments"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Predictable Consequences",
|
| 75 |
+
"file": "PredictableConsequences"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
"name": "Downtime",
|
| 79 |
"file": "Downtime"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Limited Foresight",
|
| 83 |
+
"file": "LimitedForesight"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 84 |
},
|
| 85 |
{
|
| 86 |
+
"name": "Transfer of Control",
|
| 87 |
+
"file": "TransferofControl"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
"name": "Narrative Structures",
|
| 91 |
"file": "NarrativeStructures"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 92 |
}
|
| 93 |
],
|
| 94 |
+
"pattern_id": "ClosurePoints",
|
| 95 |
+
"playable_concept": "Not available yet",
|
| 96 |
+
"metadata": {
|
| 97 |
+
"version": "1.2",
|
| 98 |
+
"date_processed": "2025-04-24",
|
| 99 |
+
"source_file": "ClosurePoints.htm",
|
| 100 |
+
"converter_version": "1.2"
|
| 101 |
+
}
|
| 102 |
}
|
Clues.json
CHANGED
|
@@ -2,23 +2,21 @@
|
|
| 2 |
"pattern_name": "Clues",
|
| 3 |
"description": "Clues are game elements that give the players information about how the goals of the game can be reached.",
|
| 4 |
"content": [
|
| 5 |
-
"The clues may be explicit, describing exactly how to reach the goal, or implicit, describing facts and events in the game world which need to be interpreted by the player. Of course, this categorization is not clear-cut, as the vagueness of the clues can vary between these two poles."
|
| 6 |
-
"Example: Arrows and signs in The Legend of Zelda series are direct clues, which can guide the player through the game.",
|
| 7 |
-
"Example: Many racing games contain warnings for the next turns as signs on the side of the road."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"Clues may take the form of advice, encouragement, or warning. Advice tells players what to do before they have started performing a set of actions; encouragement provides feedback that a given action is correct although the goal or the closure is not completed yet; and warning gives players advice on what not to do. Encouragement is typically used to indicate completion of low-level subgoals or to promote further Exploration of a given area or object. A more specific encouragement is to use a Near Miss Indicator to indicate that the player started performing the right actions but failed to do them correctly.",
|
| 11 |
-
"A Clue can either be an object in the game, which has to be taken or manipulated to change the game state, or plain information. In the latter case, the Clue is an Outstanding Feature and can also be Extra-Game Information if it is about something outside the Game World. Of course, the Clue may be about how to use the game controls or the game mechanics, which automatically makes it Extra-Game Information. These forms of Clues, however, may break the Consistent Reality Logic and Emotional Immersion in the game, with one example being arrows that show the way to the exit of a Level. If the clues are set within the Consistent Reality Logic of the game or support the Alternative Reality of the game, they can also be used to support the Narrative Structure.",
|
| 12 |
-
"Two typical forms of Clues are Helpers and Traces. Helpers can provide Indirect Information to the players on how to reach the goals, and Traces allow the players to indirectly deduce how to locate Deadly Traps and Enemies, for example. Other Clues provide more Direct Information, for example, arrow signs to indicate directions where the player should go or explicit warning signs about dangers ahead.",
|
| 13 |
-
"Clues, especially warnings and Helpers, may be used to indirectly guide players who have gone astray toward the goals and the main areas of the Game World thus enacting Game World Navigation. An excellent example of such a Helper is the owl in The Legend of Zelda: The Ocarina of Time, who sometimes flies in to steer the player to the correct places.",
|
| 14 |
-
"The direct use of Clues is as goal objects in either a Gain Information or Gain Ownership goal, for example to learn about Achilles' Heels. The player knows about the existence of the Clue and strives to retrieve the additional information by going to a specific location in the Game World.",
|
| 15 |
-
"A Clue may not necessarily lead the players towards actions they perceive as beneficial for the progress in the game. When this is the case, the Clue is used to promote actions, which the players would probably not otherwise initiate, in order to support the Narrative Structure or to promote Player Balance and Cooperation. This may be construed as a Red Herring pattern, used to trick players into actions that are against their low-level goals but that may be required to complete the game narrative or to put the players in positions so that they can reach the higher-level goals of the game. Clues to finding Easter Eggs are examples of luring players to perform actions that are not necessarily required to complete or win games but can rather be seen as Clues to Unknown Goals."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
-
"Clues can be used to provide the Right Level of Difficulty and Smooth Learning Curves, especially in the case where the game provides more Clues to the player if the progress is too slow. The Clues are often used to guide the player through the Narrative Structure of the game and create Tension by signaling the existence of dangers before they actually occur. This is especially the case in adventure games, which use Clues as the basic Resources of the player.",
|
| 19 |
-
"Clues are a form of Illusionary Reward, since they do not have to help players nor do they actually have to change the game state in a beneficial way for the players."
|
| 20 |
],
|
| 21 |
-
"
|
| 22 |
"Instantiates": [
|
| 23 |
"Indirect Information",
|
| 24 |
"Smooth Learning Curves",
|
|
@@ -60,162 +58,105 @@
|
|
| 60 |
],
|
| 61 |
"label": "5. Game Design Patterns for Game Elements",
|
| 62 |
"pattern_links": [
|
| 63 |
-
{
|
| 64 |
-
"name": "Tension",
|
| 65 |
-
"file": "Tension"
|
| 66 |
-
},
|
| 67 |
-
{
|
| 68 |
-
"name": "Gain Ownership",
|
| 69 |
-
"file": "GainOwnership"
|
| 70 |
-
},
|
| 71 |
-
{
|
| 72 |
-
"name": "Exploration",
|
| 73 |
-
"file": "Exploration"
|
| 74 |
-
},
|
| 75 |
-
{
|
| 76 |
-
"name": "Near Miss Indicator",
|
| 77 |
-
"file": "NearMissIndicators"
|
| 78 |
-
},
|
| 79 |
-
{
|
| 80 |
-
"name": "Easter Eggs",
|
| 81 |
-
"file": "EasterEggs"
|
| 82 |
-
},
|
| 83 |
-
{
|
| 84 |
-
"name": "Gain Information",
|
| 85 |
-
"file": "GainInformation"
|
| 86 |
-
},
|
| 87 |
-
{
|
| 88 |
-
"name": "Red Herrings",
|
| 89 |
-
"file": "RedHerrings"
|
| 90 |
-
},
|
| 91 |
{
|
| 92 |
"name": "Illusionary Rewards",
|
| 93 |
"file": "IllusionaryRewards"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
-
"name": "
|
| 97 |
-
"file": "
|
| 98 |
},
|
| 99 |
{
|
| 100 |
"name": "Traces",
|
| 101 |
"file": "Traces"
|
| 102 |
},
|
| 103 |
-
{
|
| 104 |
-
"name": "Outstanding Feature",
|
| 105 |
-
"file": "OutstandingFeatures"
|
| 106 |
-
},
|
| 107 |
-
{
|
| 108 |
-
"name": "Illusionary Reward",
|
| 109 |
-
"file": "IllusionaryRewards"
|
| 110 |
-
},
|
| 111 |
-
{
|
| 112 |
-
"name": "Player Balance",
|
| 113 |
-
"file": "PlayerBalance"
|
| 114 |
-
},
|
| 115 |
-
{
|
| 116 |
-
"name": "Extra-Game Information",
|
| 117 |
-
"file": "Extra-GameInformation"
|
| 118 |
-
},
|
| 119 |
-
{
|
| 120 |
-
"name": "Clue",
|
| 121 |
-
"file": "Clues"
|
| 122 |
-
},
|
| 123 |
{
|
| 124 |
"name": "Helpers",
|
| 125 |
"file": "Helpers"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
-
"name": "
|
| 129 |
-
"file": "
|
| 130 |
},
|
| 131 |
{
|
| 132 |
-
"name": "
|
| 133 |
-
"file": "
|
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|
| 134 |
},
|
| 135 |
{
|
| 136 |
"name": "Outstanding Features",
|
| 137 |
"file": "OutstandingFeatures"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
-
"name": "
|
| 141 |
-
"file": "
|
| 142 |
},
|
| 143 |
{
|
| 144 |
-
"name": "
|
| 145 |
-
"file": "
|
| 146 |
},
|
| 147 |
{
|
| 148 |
-
"name": "
|
| 149 |
-
"file": "
|
| 150 |
},
|
| 151 |
{
|
| 152 |
-
"name": "
|
| 153 |
-
"file": "
|
| 154 |
},
|
| 155 |
{
|
| 156 |
-
"name": "
|
| 157 |
-
"file": "
|
| 158 |
},
|
| 159 |
{
|
| 160 |
-
"name": "
|
| 161 |
-
"file": "
|
| 162 |
},
|
| 163 |
{
|
| 164 |
-
"name": "
|
| 165 |
-
"file": "
|
| 166 |
},
|
| 167 |
{
|
| 168 |
-
"name": "
|
| 169 |
-
"file": "
|
| 170 |
},
|
| 171 |
{
|
| 172 |
-
"name": "
|
| 173 |
-
"file": "
|
| 174 |
},
|
| 175 |
{
|
| 176 |
-
"name": "
|
| 177 |
-
"file": "
|
| 178 |
},
|
| 179 |
{
|
| 180 |
"name": "Resources",
|
| 181 |
"file": "Resources"
|
| 182 |
},
|
| 183 |
{
|
| 184 |
-
"name": "
|
| 185 |
-
"file": "
|
| 186 |
-
},
|
| 187 |
-
{
|
| 188 |
-
"name": "Achilles' Heels",
|
| 189 |
-
"file": "Achilles'Heels"
|
| 190 |
-
},
|
| 191 |
-
{
|
| 192 |
-
"name": "Red Herring",
|
| 193 |
-
"file": "RedHerrings"
|
| 194 |
},
|
| 195 |
{
|
| 196 |
"name": "Indirect Information",
|
| 197 |
"file": "IndirectInformation"
|
| 198 |
},
|
| 199 |
{
|
| 200 |
-
"name": "
|
| 201 |
-
"file": "
|
| 202 |
-
},
|
| 203 |
-
{
|
| 204 |
-
"name": "Narrative Structures",
|
| 205 |
-
"file": "NarrativeStructures"
|
| 206 |
-
},
|
| 207 |
-
{
|
| 208 |
-
"name": "Deadly Traps",
|
| 209 |
-
"file": "DeadlyTraps"
|
| 210 |
-
},
|
| 211 |
-
{
|
| 212 |
-
"name": "Levels",
|
| 213 |
-
"file": "Levels"
|
| 214 |
},
|
| 215 |
{
|
| 216 |
-
"name": "
|
| 217 |
-
"file": "
|
| 218 |
}
|
| 219 |
],
|
| 220 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 221 |
}
|
|
|
|
| 2 |
"pattern_name": "Clues",
|
| 3 |
"description": "Clues are game elements that give the players information about how the goals of the game can be reached.",
|
| 4 |
"content": [
|
| 5 |
+
"The clues may be explicit, describing exactly how to reach the goal, or implicit, describing facts and events in the game world which need to be interpreted by the player. Of course, this categorization is not clear-cut, as the vagueness of the clues can vary between these two poles."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Clues]] may take the form of advice, encouragement, or warning. Advice tells players what to do before they have started performing a set of actions; encouragement provides feedback that a given action is correct although the goal or the closure is not completed yet; and warning gives players advice on what not to do. Encouragement is typically used to indicate completion of low-level subgoals or to promote further [[Exploration]] of a given area or object. A more specific encouragement is to use a [[Near Miss Indicator]] to indicate that the player started performing the right actions but failed to do them correctly.",
|
| 9 |
+
"A [[Clue]] can either be an object in the game, which has to be taken or manipulated to change the game state, or plain information. In the latter case, the [[Clue]] is an [[Outstanding Feature]] and can also be [[Extra-Game Information]] if it is about something outside the [[Game World]]. Of course, the [[Clue]] may be about how to use the game controls or the game mechanics, which automatically makes it [[Extra-Game Information]]. These forms of [[Clues]], however, may break the [[Consistent Reality Logic]] and [[Emotional Immersion]] in the game, with one example being arrows that show the way to the exit of a [[Level]]. If the clues are set within the [[Consistent Reality Logic]] of the game or support the [[Alternative Reality]] of the game, they can also be used to support the [[Narrative Structure]].",
|
| 10 |
+
"Two typical forms of [[Clues]] are [[Helpers]] and [[Traces]]. [[Helpers]] can provide [[Indirect Information]] to the players on how to reach the goals, and [[Traces]] allow the players to indirectly deduce how to locate [[Deadly Traps]] and [[Enemies]], for example. Other [[Clues]] provide more [[Direct Information]], for example, arrow signs to indicate directions where the player should go or explicit warning signs about dangers ahead.",
|
| 11 |
+
"[[Clues]], especially warnings and [[Helpers]], may be used to indirectly guide players who have gone astray toward the goals and the main areas of the [[Game World]] thus enacting [[Game World Navigation]]. An excellent example of such a [[Helper]] is the owl in The Legend of Zelda: The Ocarina of Time, who sometimes flies in to steer the player to the correct places.",
|
| 12 |
+
"The direct use of [[Clues]] is as goal objects in either a [[Gain Information]] or [[Gain Ownership]] goal, for example to learn about [[Achilles' Heels]]. The player knows about the existence of the [[Clue]] and strives to retrieve the additional information by going to a specific location in the [[Game World]].",
|
| 13 |
+
"A [[Clue]] may not necessarily lead the players towards actions they perceive as beneficial for the progress in the game. When this is the case, the [[Clue]] is used to promote actions, which the players would probably not otherwise initiate, in order to support the [[Narrative Structure]] or to promote [[Player Balance]] and [[Cooperation]]. This may be construed as a [[Red Herring]] pattern, used to trick players into actions that are against their low-level goals but that may be required to complete the game narrative or to put the players in positions so that they can reach the higher-level goals of the game. [[Clues]] to finding [[Easter Eggs]] are examples of luring players to perform actions that are not necessarily required to complete or win games but can rather be seen as [[Clues]] to [[Unknown Goals]]."
|
| 14 |
],
|
| 15 |
+
"consequences": [
|
| 16 |
+
"[[Clues]] can be used to provide the [[Right Level of Difficulty]] and [[Smooth Learning Curves]], especially in the case where the game provides more [[Clues]] to the player if the progress is too slow. The [[Clues]] are often used to guide the player through the [[Narrative Structure]] of the game and create [[Tension]] by signaling the existence of dangers before they actually occur. This is especially the case in adventure games, which use [[Clues]] as the basic [[Resources]] of the player.",
|
| 17 |
+
"[[Clues]] are a form of [[Illusionary Reward]], since they do not have to help players nor do they actually have to change the game state in a beneficial way for the players."
|
| 18 |
],
|
| 19 |
+
"relations": {
|
| 20 |
"Instantiates": [
|
| 21 |
"Indirect Information",
|
| 22 |
"Smooth Learning Curves",
|
|
|
|
| 58 |
],
|
| 59 |
"label": "5. Game Design Patterns for Game Elements",
|
| 60 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 61 |
{
|
| 62 |
"name": "Illusionary Rewards",
|
| 63 |
"file": "IllusionaryRewards"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Exploration",
|
| 67 |
+
"file": "Exploration"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
"name": "Traces",
|
| 71 |
"file": "Traces"
|
| 72 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 73 |
{
|
| 74 |
"name": "Helpers",
|
| 75 |
"file": "Helpers"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Consistent Reality Logic",
|
| 79 |
+
"file": "ConsistentRealityLogic"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Smooth Learning Curves",
|
| 83 |
+
"file": "SmoothLearningCurves"
|
| 84 |
+
},
|
| 85 |
+
{
|
| 86 |
+
"name": "Gain Ownership",
|
| 87 |
+
"file": "GainOwnership"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
"name": "Outstanding Features",
|
| 91 |
"file": "OutstandingFeatures"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
+
"name": "Achilles' Heels",
|
| 95 |
+
"file": "Achilles'Heels"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
+
"name": "Tension",
|
| 99 |
+
"file": "Tension"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
+
"name": "Red Herrings",
|
| 103 |
+
"file": "RedHerrings"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
+
"name": "Imperfect Information",
|
| 107 |
+
"file": "ImperfectInformation"
|
| 108 |
},
|
| 109 |
{
|
| 110 |
+
"name": "Emotional Immersion",
|
| 111 |
+
"file": "EmotionalImmersion"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
+
"name": "Narrative Structures",
|
| 115 |
+
"file": "NarrativeStructures"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
+
"name": "Direct Information",
|
| 119 |
+
"file": "DirectInformation"
|
| 120 |
},
|
| 121 |
{
|
| 122 |
+
"name": "Levels",
|
| 123 |
+
"file": "Levels"
|
| 124 |
},
|
| 125 |
{
|
| 126 |
+
"name": "Right Level of Difficulty",
|
| 127 |
+
"file": "RightLevelofDifficulty"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
+
"name": "Easter Eggs",
|
| 131 |
+
"file": "EasterEggs"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
"name": "Resources",
|
| 135 |
"file": "Resources"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
+
"name": "Game World Navigation",
|
| 139 |
+
"file": "GameWorldNavigation"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 140 |
},
|
| 141 |
{
|
| 142 |
"name": "Indirect Information",
|
| 143 |
"file": "IndirectInformation"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
+
"name": "Alternative Reality",
|
| 147 |
+
"file": "AlternativeReality"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 148 |
},
|
| 149 |
{
|
| 150 |
+
"name": "Unknown Goals",
|
| 151 |
+
"file": "UnknownGoals"
|
| 152 |
}
|
| 153 |
],
|
| 154 |
+
"pattern_id": "Clues",
|
| 155 |
+
"playable_concept": "Not available yet",
|
| 156 |
+
"metadata": {
|
| 157 |
+
"version": "1.2",
|
| 158 |
+
"date_processed": "2025-04-24",
|
| 159 |
+
"source_file": "Clues.htm",
|
| 160 |
+
"converter_version": "1.2"
|
| 161 |
+
}
|
| 162 |
}
|
CognitiveImmersion.json
CHANGED
|
@@ -2,20 +2,18 @@
|
|
| 2 |
"pattern_name": "Cognitive Immersion",
|
| 3 |
"description": "Having ones attention focused upon problem-solving aspects of a game.",
|
| 4 |
"content": [
|
| 5 |
-
"Many games offer players many possible actions and the possibility to plan several actions ahead. By doing so they let players regard the game as a problem-solving activity and thereby have Cognitive Immersion in the game.",
|
| 6 |
-
"Although the processes in the human brain regarding emotions and spatial thinking are parts of what are classified as cognitive processes, the meaning of Cognitive Immersion is limited to that of abstract logical reasoning, as the spatial and emotional immersion has specific meaning regarding gameplay."
|
| 7 |
-
"Example: Chess and Go are examples of traditional board games that require Cognitive Immersion for skillful play.",
|
| 8 |
-
"Example: laying puzzles can be seen as a game where the Cognitive Immersion is completely externalized by the rearrangement of pieces players make while completing the puzzle."
|
| 9 |
],
|
| 10 |
-
"
|
| 11 |
-
"The basic requirement for Cognitive Immersion is that players have a Freedom of Choice between actions and need to consider what action to perform. Cognitive Immersion can be encouraged by having action and activities requiring abstract reasoning while actions or events disrupting players' attentions make Cognitive Immersion difficult to maintain. However, Cognitive Immersion depends heavily on providing the Right Level of Complexity: too little complexity makes the reasoning about actions trivial while too much complexity can lead to Analysis Paralysis or Downtime for other players. The level of complexity in games can be increased while still providing Cognitive Immersion through the use of Book-Keeping Tokens or other forms of Game State Overviews. Providing a Consistent Reality Logic can be used to modulate the Right Level of Complexity by removing the need to have to deal with special cases within a complex environment.",
|
| 12 |
-
"Examples of actions that require Tradeoffs and Risk/Reward choices and thereby promote Cognitive Immersion include Game World Navigation and Resource Management, especially the use of Budgeted Action Points or having to choose how to do Attention Swapping between Focus Loci. Memorizing is helped by Cognitive Immersion but does not rely upon Tradeoffs and Risk/Reward choices, while Constructive Play typically encourage Cognitive Immersion simply because it encourages planning. Experimenting and Puzzle Solving allow Cognitive Immersion as activities in the game rather than as planning activities. Disruption of Focused Attention events, Surprises, and forced Attention Swapping between Focus Loci are all examples of how Cognitive Immersion can be negatively affected.",
|
| 13 |
-
"Emotional Immersion and Cognitive Immersion affect each other negatively: one is difficult to achieve when one has the other, and the game events that are used to promote one usually makes one lose the other form of Immersion."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
-
"Cognitive Immersion is the Immersion in abstract reasoning about actions, events, and goals in games while playing the game. Being able to reason about these properties of the game does not require Perfect Information about them but the game need to have Predictable Consequences. Having both Predictable Consequences and Cognitive Immersion allows player Anticipation to emerge but also gives rise to Analysis Paralysis. Games with clearly Predictable Consequences and game states that are sufficiently easy to generalize can even promote Cognitive Immersion and Stimulated Planning as Extra-Game Actions between game sessions. Games allowing this form of Cognitive Immersion automatically have a level of Replayability since players may want to test their plans and strategies."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
"Instantiates": [
|
| 20 |
"Immersion",
|
| 21 |
"Anticipation",
|
|
@@ -63,129 +61,128 @@
|
|
| 63 |
"label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
|
| 64 |
"pattern_links": [
|
| 65 |
{
|
| 66 |
-
"name": "
|
| 67 |
-
"file": "
|
| 68 |
},
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
| 72 |
},
|
| 73 |
{
|
| 74 |
-
"name": "
|
| 75 |
-
"file": "
|
| 76 |
},
|
| 77 |
{
|
| 78 |
-
"name": "
|
| 79 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 80 |
},
|
| 81 |
{
|
| 82 |
"name": "Risk/Reward",
|
| 83 |
"file": "RiskReward"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
-
"name": "
|
| 87 |
-
"file": "
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 92 |
},
|
| 93 |
{
|
| 94 |
"name": "Right Level of Complexity",
|
| 95 |
"file": "RightLevelofComplexity"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
| 100 |
},
|
| 101 |
{
|
| 102 |
"name": "Cognitive Immersion",
|
| 103 |
"file": "CognitiveImmersion"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
-
},
|
| 109 |
-
{
|
| 110 |
-
"name": "Limited Planning Ability",
|
| 111 |
-
"file": "LimitedPlanningAbility"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
-
"name": "
|
| 127 |
-
"file": "
|
| 128 |
},
|
| 129 |
{
|
| 130 |
-
"name": "
|
| 131 |
-
"file": "
|
| 132 |
},
|
| 133 |
{
|
| 134 |
-
"name": "
|
| 135 |
-
"file": "
|
| 136 |
},
|
| 137 |
{
|
| 138 |
-
"name": "
|
| 139 |
-
"file": "
|
| 140 |
},
|
| 141 |
{
|
| 142 |
-
"name": "
|
| 143 |
-
"file": "
|
| 144 |
},
|
| 145 |
{
|
| 146 |
-
"name": "Game State
|
| 147 |
"file": "GameStateOverview"
|
| 148 |
},
|
| 149 |
{
|
| 150 |
-
"name": "
|
| 151 |
-
"file": "
|
| 152 |
-
},
|
| 153 |
-
{
|
| 154 |
-
"name": "Perfect Information",
|
| 155 |
-
"file": "PerfectInformation"
|
| 156 |
-
},
|
| 157 |
-
{
|
| 158 |
-
"name": "Analysis Paralysis",
|
| 159 |
-
"file": "AnalysisParalysis"
|
| 160 |
},
|
| 161 |
{
|
| 162 |
-
"name": "
|
| 163 |
-
"file": "
|
| 164 |
},
|
| 165 |
{
|
| 166 |
-
"name": "
|
| 167 |
-
"file": "
|
| 168 |
},
|
| 169 |
{
|
| 170 |
-
"name": "
|
| 171 |
-
"file": "
|
| 172 |
},
|
| 173 |
{
|
| 174 |
"name": "Immersion",
|
| 175 |
"file": "Immersion"
|
| 176 |
},
|
| 177 |
{
|
| 178 |
-
"name": "
|
| 179 |
-
"file": "
|
| 180 |
-
},
|
| 181 |
-
{
|
| 182 |
-
"name": "Surprises",
|
| 183 |
-
"file": "Surprises"
|
| 184 |
},
|
| 185 |
{
|
| 186 |
-
"name": "
|
| 187 |
-
"file": "
|
| 188 |
}
|
| 189 |
],
|
| 190 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 191 |
}
|
|
|
|
| 2 |
"pattern_name": "Cognitive Immersion",
|
| 3 |
"description": "Having ones attention focused upon problem-solving aspects of a game.",
|
| 4 |
"content": [
|
| 5 |
+
"Many games offer players many possible actions and the possibility to plan several actions ahead. By doing so they let players regard the game as a problem-solving activity and thereby have [[Cognitive Immersion]] in the game.",
|
| 6 |
+
"Although the processes in the human brain regarding emotions and spatial thinking are parts of what are classified as cognitive processes, the meaning of [[Cognitive Immersion]] is limited to that of abstract logical reasoning, as the spatial and emotional immersion has specific meaning regarding gameplay."
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
+
"using_the_pattern": [
|
| 9 |
+
"The basic requirement for [[Cognitive Immersion]] is that players have a [[Freedom of Choice]] between actions and need to consider what action to perform. [[Cognitive Immersion]] can be encouraged by having action and activities requiring abstract reasoning while actions or events disrupting players' attentions make [[Cognitive Immersion]] difficult to maintain. However, [[Cognitive Immersion]] depends heavily on providing the [[Right Level of Complexity]]: too little complexity makes the reasoning about actions trivial while too much complexity can lead to [[Analysis Paralysis]] or [[Downtime]] for other players. The level of complexity in games can be increased while still providing [[Cognitive Immersion]] through the use of [[Book-Keeping Tokens]] or other forms of [[Game State Overviews]]. Providing a [[Consistent Reality Logic]] can be used to modulate the [[Right Level of Complexity]] by removing the need to have to deal with special cases within a complex environment.",
|
| 10 |
+
"Examples of actions that require [[Tradeoffs]] and [[Risk/Reward]] choices and thereby promote [[Cognitive Immersion]] include [[Game World Navigation]] and [[Resource Management]], especially the use of [[Budgeted Action Points]] or having to choose how to do [[Attention Swapping]] between [[Focus Loci]]. [[Memorizing]] is helped by [[Cognitive Immersion]] but does not rely upon [[Tradeoffs]] and [[Risk/Reward]] choices, while [[Constructive Play]] typically encourage [[Cognitive Immersion]] simply because it encourages planning. [[Experimenting]] and [[Puzzle Solving]] allow [[Cognitive Immersion]] as activities in the game rather than as planning activities. [[Disruption of Focused Attention]] events, [[Surprises]], and forced [[Attention Swapping]] between [[Focus Loci]] are all examples of how [[Cognitive Immersion]] can be negatively affected.",
|
| 11 |
+
"[[Emotional Immersion]] and [[Cognitive Immersion]] affect each other negatively: one is difficult to achieve when one has the other, and the game events that are used to promote one usually makes one lose the other form of [[Immersion]]."
|
| 12 |
],
|
| 13 |
+
"consequences": [
|
| 14 |
+
"[[Cognitive Immersion]] is the [[Immersion]] in abstract reasoning about actions, events, and goals in games while playing the game. Being able to reason about these properties of the game does not require [[Perfect Information]] about them but the game need to have [[Predictable Consequences]]. Having both [[Predictable Consequences]] and [[Cognitive Immersion]] allows player [[Anticipation]] to emerge but also gives rise to [[Analysis Paralysis]]. Games with clearly [[Predictable Consequences]] and game states that are sufficiently easy to generalize can even promote [[Cognitive Immersion]] and [[Stimulated Planning]] as [[Extra-Game Actions]] between game sessions. Games allowing this form of [[Cognitive Immersion]] automatically have a level of [[Replayability]] since players may want to test their plans and strategies."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Immersion",
|
| 19 |
"Anticipation",
|
|
|
|
| 61 |
"label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
|
| 62 |
"pattern_links": [
|
| 63 |
{
|
| 64 |
+
"name": "Attention Swapping",
|
| 65 |
+
"file": "AttentionSwapping"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
+
"name": "Extra-Game Actions",
|
| 69 |
+
"file": "Extra-GameActions"
|
| 70 |
},
|
| 71 |
{
|
| 72 |
+
"name": "Memorizing",
|
| 73 |
+
"file": "Memorizing"
|
| 74 |
},
|
| 75 |
{
|
| 76 |
+
"name": "Book-Keeping Tokens",
|
| 77 |
+
"file": "Book-KeepingTokens"
|
| 78 |
+
},
|
| 79 |
+
{
|
| 80 |
+
"name": "Consistent Reality Logic",
|
| 81 |
+
"file": "ConsistentRealityLogic"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
"name": "Risk/Reward",
|
| 85 |
"file": "RiskReward"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Surprises",
|
| 89 |
+
"file": "Surprises"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Resource Management",
|
| 93 |
+
"file": "ResourceManagement"
|
| 94 |
+
},
|
| 95 |
+
{
|
| 96 |
+
"name": "Downtime",
|
| 97 |
+
"file": "Downtime"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
"name": "Right Level of Complexity",
|
| 101 |
"file": "RightLevelofComplexity"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
+
"name": "Limited Planning Ability",
|
| 105 |
+
"file": "LimitedPlanningAbility"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
"name": "Cognitive Immersion",
|
| 109 |
"file": "CognitiveImmersion"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Budgeted Action Points",
|
| 113 |
+
"file": "BudgetedActionPoints"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Focus Loci",
|
| 117 |
+
"file": "FocusLoci"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
+
"name": "Predictable Consequences",
|
| 121 |
+
"file": "PredictableConsequences"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
+
"name": "Experimenting",
|
| 125 |
+
"file": "Experimenting"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "Stimulated Planning",
|
| 129 |
+
"file": "StimulatedPlanning"
|
| 130 |
},
|
| 131 |
{
|
| 132 |
+
"name": "Anticipation",
|
| 133 |
+
"file": "Anticipation"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
+
"name": "Analysis Paralysis",
|
| 137 |
+
"file": "AnalysisParalysis"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
+
"name": "Emotional Immersion",
|
| 141 |
+
"file": "EmotionalImmersion"
|
| 142 |
},
|
| 143 |
{
|
| 144 |
+
"name": "Constructive Play",
|
| 145 |
+
"file": "ConstructivePlay"
|
| 146 |
},
|
| 147 |
{
|
| 148 |
+
"name": "Game State Overview",
|
| 149 |
"file": "GameStateOverview"
|
| 150 |
},
|
| 151 |
{
|
| 152 |
+
"name": "Tradeoffs",
|
| 153 |
+
"file": "Tradeoffs"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 154 |
},
|
| 155 |
{
|
| 156 |
+
"name": "Freedom of Choice",
|
| 157 |
+
"file": "FreedomofChoice"
|
| 158 |
},
|
| 159 |
{
|
| 160 |
+
"name": "Game World Navigation",
|
| 161 |
+
"file": "GameWorldNavigation"
|
| 162 |
},
|
| 163 |
{
|
| 164 |
+
"name": "Disruption of Focused Attention",
|
| 165 |
+
"file": "DisruptionofFocusedAttention"
|
| 166 |
},
|
| 167 |
{
|
| 168 |
"name": "Immersion",
|
| 169 |
"file": "Immersion"
|
| 170 |
},
|
| 171 |
{
|
| 172 |
+
"name": "Puzzle Solving",
|
| 173 |
+
"file": "PuzzleSolving"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 174 |
},
|
| 175 |
{
|
| 176 |
+
"name": "Replayability",
|
| 177 |
+
"file": "Replayability"
|
| 178 |
}
|
| 179 |
],
|
| 180 |
+
"pattern_id": "CognitiveImmersion",
|
| 181 |
+
"playable_concept": "Not available yet",
|
| 182 |
+
"metadata": {
|
| 183 |
+
"version": "1.2",
|
| 184 |
+
"date_processed": "2025-04-24",
|
| 185 |
+
"source_file": "CognitiveImmersion.htm",
|
| 186 |
+
"converter_version": "1.2"
|
| 187 |
+
}
|
| 188 |
}
|
CollaborativeActions.json
CHANGED
|
@@ -2,26 +2,22 @@
|
|
| 2 |
"pattern_name": "Collaborative Actions",
|
| 3 |
"description": "Compound actions that require several players to simultaneously perform actions.",
|
| 4 |
"content": [
|
| 5 |
-
"Some effects in games require several players to do act together for the effects to take place. These actions are called Collaborative Actions since the players are either actively collaborating or can be seen to do so even if they are not aware of it.",
|
| 6 |
-
"Collaborative Actions require that the players are able to combine and coordinate their actions either by performing actions together at a certain time or by having actions by one or more players support other players' actions. The results of this type of coordinated actions are, usually, more effective and in some cases it is even impossible to succeed with precise coordination."
|
| 7 |
-
"Example: one of the simplest cases of Collaborative Action is in the game of Tug-of-war where two teams compete against each other by pulling the other team over a certain point with a rope. The team has to combine and coordinate the efforts of pulling the rope.",
|
| 8 |
-
"Example: Tekken Tag Tournament allows special combination attacks performed by two avatars during the exchange of between different active avatars.",
|
| 9 |
-
"Example: guarding a majority of the flag points in Battlefield 1942 is necessary to affect the opposing teams `tick' counter and requires several different players in different locations.",
|
| 10 |
-
"Example: some multiplayer first-person shooters have areas which cannot be reached by individual avatar jumping but can be reached if several avatars build `human' pyramids."
|
| 11 |
],
|
| 12 |
-
"
|
| 13 |
-
"When designing Collaborative Actions in games the following things have to be taken into account: how much coordination is required between the players; how the outcome of the action is based on the precision and type of the coordination; how are the possible rewards shared and in which way; how different are the actions required; and how is the coordination is made possible as in, for example, Player Decided Results.",
|
| 14 |
-
"Collaborative Actions can be achieved by requiring two or more actions to be performed simultaneously or by requiring several specific game elements with Asymmetric Abilities to perform different actions. The first case can be instantiated by having several Incompatible Goals that have to be completed at the same time, for example holding several Goal Points at once. Transfer of Control which is not based on Conflict is often based on Collaborative Action of Negotiation.",
|
| 15 |
-
"Examples of Collaborative Actions include Negotiation, especially Bidding in the form of voting and Trading, and Combos that are performed by more than one Avatar or Unit. Ganging up is a form
|
| 16 |
-
"While Shared Rewards can be used to encourage players to start Collaborative Actions, the use of Shared Penalties can make the completion of the actions, which are also Extended Actions, into Committed Goals and lessen the risk for Betrayal, or at least creating a cost for betraying."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
-
"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.",
|
| 20 |
-
"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.",
|
| 21 |
-
"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.",
|
| 22 |
-
"When players control several Units, players may be able to do Collaborative Actions on their own but this requires Attention Swapping."
|
| 23 |
],
|
| 24 |
-
"
|
| 25 |
"Instantiates": [
|
| 26 |
"Attention Swapping",
|
| 27 |
"Perceivable Margins",
|
|
@@ -75,92 +71,80 @@
|
|
| 75 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 76 |
"pattern_links": [
|
| 77 |
{
|
| 78 |
-
"name": "
|
| 79 |
-
"file": "
|
| 80 |
},
|
| 81 |
{
|
| 82 |
-
"name": "
|
| 83 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 84 |
},
|
| 85 |
{
|
| 86 |
"name": "Trading",
|
| 87 |
"file": "Trading"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
},
|
| 93 |
{
|
| 94 |
-
"name": "
|
| 95 |
-
"file": "
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
| 100 |
},
|
| 101 |
{
|
| 102 |
"name": "Incompatible Goals",
|
| 103 |
"file": "IncompatibleGoals"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
-
"name": "
|
| 111 |
-
"file": "
|
| 112 |
},
|
| 113 |
{
|
| 114 |
"name": "Combat",
|
| 115 |
"file": "Combat"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
-
},
|
| 121 |
-
{
|
| 122 |
-
"name": "Shared Rewards",
|
| 123 |
-
"file": "SharedRewards"
|
| 124 |
-
},
|
| 125 |
-
{
|
| 126 |
-
"name": "Team Balance",
|
| 127 |
-
"file": "TeamBalance"
|
| 128 |
},
|
| 129 |
{
|
| 130 |
"name": "Negotiation",
|
| 131 |
"file": "Negotiation"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
-
"name": "
|
| 135 |
-
"file": "
|
| 136 |
-
},
|
| 137 |
-
{
|
| 138 |
-
"name": "Cooperation",
|
| 139 |
-
"file": "Cooperation"
|
| 140 |
-
},
|
| 141 |
-
{
|
| 142 |
-
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 143 |
-
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
-
"name": "
|
| 147 |
-
"file": "
|
| 148 |
},
|
| 149 |
{
|
| 150 |
-
"name": "
|
| 151 |
-
"file": "
|
| 152 |
},
|
| 153 |
{
|
| 154 |
-
"name": "
|
| 155 |
-
"file": "
|
| 156 |
},
|
| 157 |
{
|
| 158 |
-
"name": "
|
| 159 |
-
"file": "
|
| 160 |
},
|
| 161 |
{
|
| 162 |
-
"name": "
|
| 163 |
-
"file": "
|
| 164 |
},
|
| 165 |
{
|
| 166 |
"name": "Bidding",
|
|
@@ -171,85 +155,64 @@
|
|
| 171 |
"file": "DynamicAlliances"
|
| 172 |
},
|
| 173 |
{
|
| 174 |
-
"name": "
|
| 175 |
-
"file": "
|
| 176 |
-
},
|
| 177 |
-
{
|
| 178 |
-
"name": "Goal Points",
|
| 179 |
-
"file": "GoalPoints"
|
| 180 |
-
},
|
| 181 |
-
{
|
| 182 |
-
"name": "Competition",
|
| 183 |
-
"file": "Competition"
|
| 184 |
-
},
|
| 185 |
-
{
|
| 186 |
-
"name": "Delayed Reciprocity",
|
| 187 |
-
"file": "DelayedReciprocity"
|
| 188 |
-
},
|
| 189 |
-
{
|
| 190 |
-
"name": "Betrayal.",
|
| 191 |
-
"file": "Betrayal"
|
| 192 |
-
},
|
| 193 |
-
{
|
| 194 |
-
"name": "Transfer of Control",
|
| 195 |
-
"file": "TransferofControl"
|
| 196 |
},
|
| 197 |
{
|
| 198 |
-
"name": "
|
| 199 |
-
"file": "
|
| 200 |
},
|
| 201 |
{
|
| 202 |
"name": "Team Play",
|
| 203 |
"file": "TeamPlay"
|
| 204 |
},
|
| 205 |
{
|
| 206 |
-
"name": "
|
| 207 |
-
"file": "
|
| 208 |
-
},
|
| 209 |
-
{
|
| 210 |
-
"name": "Reward",
|
| 211 |
-
"file": "Rewards"
|
| 212 |
-
},
|
| 213 |
-
{
|
| 214 |
-
"name": "Conflict",
|
| 215 |
-
"file": "Conflict"
|
| 216 |
},
|
| 217 |
{
|
| 218 |
-
"name": "
|
| 219 |
-
"file": "
|
| 220 |
},
|
| 221 |
{
|
| 222 |
-
"name": "
|
| 223 |
-
"file": "
|
| 224 |
},
|
| 225 |
{
|
| 226 |
-
"name": "
|
| 227 |
-
"file": "
|
| 228 |
},
|
| 229 |
{
|
| 230 |
-
"name": "
|
| 231 |
-
"file": "
|
| 232 |
},
|
| 233 |
{
|
| 234 |
-
"name": "
|
| 235 |
-
"file": "
|
| 236 |
},
|
| 237 |
{
|
| 238 |
-
"name": "
|
| 239 |
-
"file": "
|
| 240 |
},
|
| 241 |
{
|
| 242 |
-
"name": "
|
| 243 |
-
"file": "
|
| 244 |
},
|
| 245 |
{
|
| 246 |
-
"name": "
|
| 247 |
-
"file": "
|
| 248 |
},
|
| 249 |
{
|
| 250 |
-
"name": "
|
| 251 |
-
"file": "
|
| 252 |
}
|
| 253 |
],
|
| 254 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 255 |
}
|
|
|
|
| 2 |
"pattern_name": "Collaborative Actions",
|
| 3 |
"description": "Compound actions that require several players to simultaneously perform actions.",
|
| 4 |
"content": [
|
| 5 |
+
"Some effects in games require several players to do act together for the effects to take place. These actions are called [[Collaborative Actions]] since the players are either actively collaborating or can be seen to do so even if they are not aware of it.",
|
| 6 |
+
"[[Collaborative Actions]] require that the players are able to combine and coordinate their actions either by performing actions together at a certain time or by having actions by one or more players support other players' actions. The results of this type of coordinated actions are, usually, more effective and in some cases it is even impossible to succeed with precise coordination."
|
|
|
|
|
|
|
|
|
|
|
|
|
| 7 |
],
|
| 8 |
+
"using_the_pattern": [
|
| 9 |
+
"When designing [[Collaborative Actions]] in games the following things have to be taken into account: how much coordination is required between the players; how the outcome of the action is based on the precision and type of the coordination; how are the possible rewards shared and in which way; how different are the actions required; and how is the coordination is made possible as in, for example, [[Player Decided Results]].",
|
| 10 |
+
"[[Collaborative Actions]] can be achieved by requiring two or more actions to be performed simultaneously or by requiring several specific game elements with [[Asymmetric Abilities]] to perform different actions. The first case can be instantiated by having several [[Incompatible Goals]] that have to be completed at the same time, for example holding several [[Goal Points]] at once. [[Transfer of Control]] which is not based on [[Conflict]] is often based on [[Collaborative Action]] of [[Negotiation]].",
|
| 11 |
+
"Examples of [[Collaborative Actions]] include [[Negotiation]], especially [[Bidding]] in the form of voting and [[Trading]], and [[Combos]] that are performed by more than one [[Avatar]] or [[Unit]]. Ganging up is a form of[[Collaborative Action]] that is typically used to gain tactical advantages in [[Combat]] but can be found in any [[Competition]] situation where players may decide to act together against perceived leaders, in the latter case creating [[Balancing Effects]] through [[Collaborative Actions]].",
|
| 12 |
+
"While [[Shared Rewards]] can be used to encourage players to start [[Collaborative Actions]], the use of [[Shared Penalties]] can make the completion of the actions, which are also [[Extended Actions]], into [[Committed Goals]] and lessen the risk for [[Betrayal]], or at least creating a cost for betraying."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"All [[Collaborative Actions]] can be seen as forms of [[Combos]] performed by several players, [[Avatars]], or [[Units]] rather than one. Making [[Collaborative Actions]] possible often requires [[Negotiation]] as [[Extra-Game Actions]] which include [[Stimulated Planning]] and determining the [[Timing]] of when the actions are to be performed. This planning creates [[Social Interaction]] and is a basis for [[Cooperation]] and [[Constructive Play]], although this can be modulated by [[Competition]] between the cooperating players or the possibility of [[Betrayal]], especially when [[Delayed Reciprocity]] or [[Individual Rewards]] are used. As such, [[Collaborative Actions]] are common in [[Team Play]] are can show [[Perceivable Margins]] in players' intentions. Being able to coordinate [[Collaborative Actions]] is often a form of [[Game Mastery]].",
|
| 16 |
+
"[[Collaborative Actions]] limit [[Freedom of Choice]] of individual players since they require other players to share the intentions or they require greater use of resource compared to actions that do not require collaboration. This is especially true when the [[Collaborative Actions]] are also [[Extended Actions]], in which case the actions can be seen as a form of [[Committed Goals]].",
|
| 17 |
+
"[[Collaborative Actions]] do not have to be made by means of formalized [[Team Play]], but performing them at least creates [[Dynamic Alliances]] while the actions are being performed. They can be encouraged by [[Shared Rewards]] or [[Player-Decided Distribution of Rewards & Penalties]]. [[Collaborative Actions]] where the possible [[Reward]] is not a [[Shared Reward]] between the players usually gives rise to [[Delayed Reciprocity]]. These kinds of [[Collaborative Actions]] also give rise to the possibility of [[Betrayal.]] [[Transfer of Control]] which is not based on [[Conflict]] is often based on the [[Collaborative Action]] of [[Negotiation]].",
|
| 18 |
+
"When players control several [[Units]], players may be able to do [[Collaborative Actions]] on their own but this requires [[Attention Swapping.]]"
|
| 19 |
],
|
| 20 |
+
"relations": {
|
| 21 |
"Instantiates": [
|
| 22 |
"Attention Swapping",
|
| 23 |
"Perceivable Margins",
|
|
|
|
| 71 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 72 |
"pattern_links": [
|
| 73 |
{
|
| 74 |
+
"name": "Shared Rewards",
|
| 75 |
+
"file": "SharedRewards"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
+
"name": "Goal Points",
|
| 79 |
+
"file": "GoalPoints"
|
| 80 |
+
},
|
| 81 |
+
{
|
| 82 |
+
"name": "Attention Swapping",
|
| 83 |
+
"file": "AttentionSwapping"
|
| 84 |
},
|
| 85 |
{
|
| 86 |
"name": "Trading",
|
| 87 |
"file": "Trading"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Extra-Game Actions",
|
| 91 |
+
"file": "Extra-GameActions"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
+
"name": "Social Interaction",
|
| 95 |
+
"file": "SocialInteraction"
|
| 96 |
},
|
| 97 |
{
|
| 98 |
+
"name": "Timing",
|
| 99 |
+
"file": "Timing"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
"name": "Incompatible Goals",
|
| 103 |
"file": "IncompatibleGoals"
|
| 104 |
},
|
| 105 |
{
|
| 106 |
+
"name": "Team Balance",
|
| 107 |
+
"file": "TeamBalance"
|
| 108 |
},
|
| 109 |
{
|
| 110 |
+
"name": "Shared Penalties",
|
| 111 |
+
"file": "SharedPenalties"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
"name": "Combat",
|
| 115 |
"file": "Combat"
|
| 116 |
},
|
| 117 |
{
|
| 118 |
+
"name": "Committed Goals",
|
| 119 |
+
"file": "CommittedGoals"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 120 |
},
|
| 121 |
{
|
| 122 |
"name": "Negotiation",
|
| 123 |
"file": "Negotiation"
|
| 124 |
},
|
| 125 |
{
|
| 126 |
+
"name": "Collaborative Action",
|
| 127 |
+
"file": "CollaborativeActions"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 128 |
},
|
| 129 |
{
|
| 130 |
+
"name": "Delayed Reciprocity",
|
| 131 |
+
"file": "DelayedReciprocity"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
+
"name": "Individual Rewards",
|
| 135 |
+
"file": "IndividualRewards"
|
| 136 |
},
|
| 137 |
{
|
| 138 |
+
"name": "Perceivable Margins",
|
| 139 |
+
"file": "PerceivableMargins"
|
| 140 |
},
|
| 141 |
{
|
| 142 |
+
"name": "Game Mastery",
|
| 143 |
+
"file": "GameMastery"
|
| 144 |
},
|
| 145 |
{
|
| 146 |
+
"name": "Cooperation",
|
| 147 |
+
"file": "Cooperation"
|
| 148 |
},
|
| 149 |
{
|
| 150 |
"name": "Bidding",
|
|
|
|
| 155 |
"file": "DynamicAlliances"
|
| 156 |
},
|
| 157 |
{
|
| 158 |
+
"name": "Extended Actions",
|
| 159 |
+
"file": "ExtendedActions"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 160 |
},
|
| 161 |
{
|
| 162 |
+
"name": "Stimulated Planning",
|
| 163 |
+
"file": "StimulatedPlanning"
|
| 164 |
},
|
| 165 |
{
|
| 166 |
"name": "Team Play",
|
| 167 |
"file": "TeamPlay"
|
| 168 |
},
|
| 169 |
{
|
| 170 |
+
"name": "Player Decided Results",
|
| 171 |
+
"file": "PlayerDecidedResults"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 172 |
},
|
| 173 |
{
|
| 174 |
+
"name": "Competition",
|
| 175 |
+
"file": "Competition"
|
| 176 |
},
|
| 177 |
{
|
| 178 |
+
"name": "Combos",
|
| 179 |
+
"file": "Combos"
|
| 180 |
},
|
| 181 |
{
|
| 182 |
+
"name": "Constructive Play",
|
| 183 |
+
"file": "ConstructivePlay"
|
| 184 |
},
|
| 185 |
{
|
| 186 |
+
"name": "Freedom of Choice",
|
| 187 |
+
"file": "FreedomofChoice"
|
| 188 |
},
|
| 189 |
{
|
| 190 |
+
"name": "Conflict",
|
| 191 |
+
"file": "Conflict"
|
| 192 |
},
|
| 193 |
{
|
| 194 |
+
"name": "Betrayal",
|
| 195 |
+
"file": "Betrayal"
|
| 196 |
},
|
| 197 |
{
|
| 198 |
+
"name": "Asymmetric Abilities",
|
| 199 |
+
"file": "AsymmetricAbilities"
|
| 200 |
},
|
| 201 |
{
|
| 202 |
+
"name": "Transfer of Control",
|
| 203 |
+
"file": "TransferofControl"
|
| 204 |
},
|
| 205 |
{
|
| 206 |
+
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 207 |
+
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 208 |
}
|
| 209 |
],
|
| 210 |
+
"pattern_id": "CollaborativeActions",
|
| 211 |
+
"playable_concept": "Not available yet",
|
| 212 |
+
"metadata": {
|
| 213 |
+
"version": "1.2",
|
| 214 |
+
"date_processed": "2025-04-24",
|
| 215 |
+
"source_file": "CollaborativeActions.htm",
|
| 216 |
+
"converter_version": "1.2"
|
| 217 |
+
}
|
| 218 |
}
|
Collecting.json
CHANGED
|
@@ -2,20 +2,18 @@
|
|
| 2 |
"pattern_name": "Collecting",
|
| 3 |
"description": "The action of collecting game elements from the game world.",
|
| 4 |
"content": [
|
| 5 |
-
"Collecting is one of the most common activities in games. The collecting may be concrete by moving game elements around the game world and picking up game elements found or may be abstract by receiving game elements directly through actions or completing goals."
|
| 6 |
-
"Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward.",
|
| 7 |
-
"Example: The main actions performed in Pac-Man is moving and collecting pills."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"Collecting concrete game elements requires the presence of Pick-Ups and the placement of them together with the Collection goals which motivate the activities that are closely intertwined with the design of Collecting actions. Common reasons to perform Collecting activities include gaining Score, finding Tools or Power-Ups that give Privileged Abilities, or gathering Pick-Ups that give Resources which can then be regarded as Renewable Resources from the players' perspectives.",
|
| 11 |
-
"The Collecting of abstract game elements is typically part of a Hierarchy of Goals with a Collection goal as the main goal and the subgoals providing the game elements to be collected as Rewards. Score and experience points to measure Character Development are examples of abstract Collecting.",
|
| 12 |
-
"Collecting of specific types of Resources or Pick-Ups can be further encouraged by adjusting how the collected game elements can be used. For example, Geometric Rewards for Investments encourage specializing of what is collecting as well as encouraging hoarding."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"The act of Collecting is the Transfer of Control of a game element to a player. Collecting can be used to instantiate Collection goals of concrete game elements in the Game World. When doing so, they make Movement or Maneuvering necessary (unless the game elements can be collected through Herd goals) and may create Player Defined Goals of Exploration if the locations of the game elements are not known. Collecting can also be done of game elements not found in the Game World. In these cases, the actions are typically part trying to complete Hierarchies of Goals.",
|
| 16 |
-
"Collecting is usually part of Constructive Play although the reason for doing the collecting or the reasons why the collection can be done do not need to be so."
|
| 17 |
],
|
| 18 |
-
"
|
| 19 |
"Instantiates": [
|
| 20 |
"Hierarchy of Goals",
|
| 21 |
"Movement",
|
|
@@ -48,48 +46,48 @@
|
|
| 48 |
"label": "8. Actions and Events Patterns",
|
| 49 |
"pattern_links": [
|
| 50 |
{
|
| 51 |
-
"name": "
|
| 52 |
-
"file": "
|
| 53 |
},
|
| 54 |
{
|
| 55 |
"name": "Player Defined Goals",
|
| 56 |
"file": "PlayerDefinedGoals"
|
| 57 |
},
|
| 58 |
{
|
| 59 |
-
"name": "
|
| 60 |
-
"file": "
|
| 61 |
-
},
|
| 62 |
-
{
|
| 63 |
-
"name": "Collecting",
|
| 64 |
-
"file": "Collecting"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
-
"name": "
|
| 68 |
-
"file": "
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
},
|
| 74 |
{
|
| 75 |
-
"name": "
|
| 76 |
-
"file": "
|
| 77 |
},
|
| 78 |
{
|
| 79 |
"name": "Geometric Rewards for Investments",
|
| 80 |
"file": "GeometricRewardsforInvestments"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 85 |
},
|
| 86 |
{
|
| 87 |
-
"name": "
|
| 88 |
-
"file": "
|
| 89 |
},
|
| 90 |
{
|
| 91 |
-
"name": "
|
| 92 |
-
"file": "
|
| 93 |
},
|
| 94 |
{
|
| 95 |
"name": "Maneuvering",
|
|
@@ -100,37 +98,20 @@
|
|
| 100 |
"file": "Pick-Ups"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
-
"name": "
|
| 104 |
-
"file": "
|
| 105 |
-
},
|
| 106 |
-
{
|
| 107 |
-
"name": "Herd",
|
| 108 |
-
"file": "Herd"
|
| 109 |
},
|
| 110 |
{
|
| 111 |
"name": "Transfer of Control",
|
| 112 |
"file": "TransferofControl"
|
| 113 |
-
},
|
| 114 |
-
{
|
| 115 |
-
"name": "Game World",
|
| 116 |
-
"file": "GameWorld"
|
| 117 |
-
},
|
| 118 |
-
{
|
| 119 |
-
"name": "Score",
|
| 120 |
-
"file": "Score"
|
| 121 |
-
},
|
| 122 |
-
{
|
| 123 |
-
"name": "Resources",
|
| 124 |
-
"file": "Resources"
|
| 125 |
-
},
|
| 126 |
-
{
|
| 127 |
-
"name": "Rewards",
|
| 128 |
-
"file": "Rewards"
|
| 129 |
-
},
|
| 130 |
-
{
|
| 131 |
-
"name": "Movement",
|
| 132 |
-
"file": "Movement"
|
| 133 |
}
|
| 134 |
],
|
| 135 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 136 |
}
|
|
|
|
| 2 |
"pattern_name": "Collecting",
|
| 3 |
"description": "The action of collecting game elements from the game world.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Collecting]] is one of the most common activities in games. The collecting may be concrete by moving game elements around the game world and picking up game elements found or may be abstract by receiving game elements directly through actions or completing goals."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Collecting]] concrete game elements requires the presence of [[Pick-Ups]] and the placement of them together with the [[Collection]] goals which motivate the activities that are closely intertwined with the design of [[Collecting]] actions. Common reasons to perform [[Collecting]] activities include gaining [[Score]], finding [[Tools]] or [[Power-Ups]] that give [[Privileged Abilities]], or gathering [[Pick-Ups]] that give [[Resources]] which can then be regarded as [[Renewable Resources]] from the players' perspectives.",
|
| 9 |
+
"The [[Collecting]] of abstract game elements is typically part of a [[Hierarchy of Goals]] with a [[Collection]] goal as the main goal and the subgoals providing the game elements to be collected as [[Rewards]]. [[Score]] and experience points to measure [[Character Development]] are examples of abstract [[Collecting]].",
|
| 10 |
+
"[[Collecting]] of specific types of [[Resources]] or [[Pick-Ups]] can be further encouraged by adjusting how the collected game elements can be used. For example, [[Geometric Rewards for Investments]] encourage specializing of what is collecting as well as encouraging hoarding."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"The act of [[Collecting]] is the [[Transfer of Control]] of a game element to a player. [[Collecting]] can be used to instantiate [[Collection]] goals of concrete game elements in the [[Game World]]. When doing so, they make [[Movement]] or [[Maneuvering]] necessary (unless the game elements can be collected through [[Herd]] goals) and may create [[Player Defined Goals]] of [[Exploration]] if the locations of the game elements are not known. [[Collecting]] can also be done of game elements not found in the [[Game World]]. In these cases, the actions are typically part trying to complete Hierarchies of Goals.",
|
| 14 |
+
"[[Collecting]] is usually part of [[Constructive Play]] although the reason for doing the collecting or the reasons why the collection can be done do not need to be so."
|
| 15 |
],
|
| 16 |
+
"relations": {
|
| 17 |
"Instantiates": [
|
| 18 |
"Hierarchy of Goals",
|
| 19 |
"Movement",
|
|
|
|
| 46 |
"label": "8. Actions and Events Patterns",
|
| 47 |
"pattern_links": [
|
| 48 |
{
|
| 49 |
+
"name": "Power-Ups",
|
| 50 |
+
"file": "Power-Ups"
|
| 51 |
},
|
| 52 |
{
|
| 53 |
"name": "Player Defined Goals",
|
| 54 |
"file": "PlayerDefinedGoals"
|
| 55 |
},
|
| 56 |
{
|
| 57 |
+
"name": "Herd",
|
| 58 |
+
"file": "Herd"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 59 |
},
|
| 60 |
{
|
| 61 |
+
"name": "Score",
|
| 62 |
+
"file": "Score"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
+
"name": "Collection",
|
| 66 |
+
"file": "Collection"
|
| 67 |
},
|
| 68 |
{
|
| 69 |
+
"name": "Resources",
|
| 70 |
+
"file": "Resources"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
"name": "Geometric Rewards for Investments",
|
| 74 |
"file": "GeometricRewardsforInvestments"
|
| 75 |
},
|
| 76 |
{
|
| 77 |
+
"name": "Movement",
|
| 78 |
+
"file": "Movement"
|
| 79 |
+
},
|
| 80 |
+
{
|
| 81 |
+
"name": "Character Development",
|
| 82 |
+
"file": "CharacterDevelopment"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
+
"name": "Rewards",
|
| 86 |
+
"file": "Rewards"
|
| 87 |
},
|
| 88 |
{
|
| 89 |
+
"name": "Tools",
|
| 90 |
+
"file": "Tools"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
"name": "Maneuvering",
|
|
|
|
| 98 |
"file": "Pick-Ups"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
+
"name": "Hierarchy of Goals",
|
| 102 |
+
"file": "HierarchyofGoals"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 103 |
},
|
| 104 |
{
|
| 105 |
"name": "Transfer of Control",
|
| 106 |
"file": "TransferofControl"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 107 |
}
|
| 108 |
],
|
| 109 |
+
"pattern_id": "Collecting",
|
| 110 |
+
"playable_concept": "Not available yet",
|
| 111 |
+
"metadata": {
|
| 112 |
+
"version": "1.2",
|
| 113 |
+
"date_processed": "2025-04-24",
|
| 114 |
+
"source_file": "Collecting.htm",
|
| 115 |
+
"converter_version": "1.2"
|
| 116 |
+
}
|
| 117 |
}
|
Collection.json
CHANGED
|
@@ -2,21 +2,17 @@
|
|
| 2 |
"pattern_name": "Collection",
|
| 3 |
"description": "The completion of several goals that together form a coherent unit.",
|
| 4 |
"content": [
|
| 5 |
-
"Collection is a high-level goal requiring completion of several subgoals. Collection are common in games to give players a better sense of what goals they will have to fulfill, how they have succeeded so far, and how the goals they presently are trying to complete fit in the overall play of the game."
|
| 6 |
-
"Example: WarioWare, Inc. is a Collection of small and quick games that have to be completed in sequence.",
|
| 7 |
-
"Example: In Decathlon, players have 10 events to complete.",
|
| 8 |
-
"Example: Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the Collection of all pills.",
|
| 9 |
-
"Example: In Lotto, the Collection is completed by getting matching numbers during the draw."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"The simplest case is to use the Collection as the end condition of the whole game, that is, to finish the Collection is to finish the game. Other possibilities are to have the completion of a Collection as part of a Hierarchy of Goals or give Rewards that give New Abilities or increase a player's Score.",
|
| 13 |
-
"Of course, the nature and characteristics of the subgoals have to be defined when designing a Collection. These goals can be of the same nature, for example Gain Ownership goals to have Ownership over several identical Pick-Ups or Eliminate goals in deathmatch games or Magic: The Gathering, but can also be of totally different nature as in WarioWare, Inc. and Decathlon. Adventure games often use Collection with different types of subgoals for progressing in the game. The player first has to travel to a castle, find the key to a treasure chest, get the magic sword from the chest, and finally kill the dragon. In these games, the sequence in which the goals are achieved is significant to ensure Higher-Level Closures as Gameplay Progresses, and usually the last goal in the sequence is an encounter with a Boss Monster. However, games using a Selectable Set of Goals to define a Collection offer players Freedom of Choice and a variety of tactics. Often after finishing one Collection, another one is offered to the player, which can be seen as an application of Dynamic Goal Characteristics.",
|
| 14 |
-
"Common instances of Collection include Last Man Standing and Configuration. Games using Last Man Standing, such as Magic: The Gathering and deathmatch games without Spawning, use Collection to achieve Team Elimination."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"Achieving a Collection is done by performing Collecting actions so that players are the beneficiaries of Transfer of Control actions. A Collection is the easiest possible Hierarchy of Goals, a number of goals with an overarching goal. As Collections are Hierarchies of Goals, they allow the game progression to be structured into smaller sections and can be used to modulate Tension in Narrative Structures. Collection can be recursive so a Collection can be a subgoal of another Collection in order to create complex structures and hierarchies. The presence of a Collection makes the completion of all its subgoals into natural Save Points."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Transfer of Control",
|
| 22 |
"Team Elimination"
|
|
@@ -47,97 +43,60 @@
|
|
| 47 |
"label": "11. Game Design Patterns for Goals",
|
| 48 |
"pattern_links": [
|
| 49 |
{
|
| 50 |
-
"name": "
|
| 51 |
-
"file": "
|
| 52 |
-
},
|
| 53 |
-
{
|
| 54 |
-
"name": "Gain Ownership",
|
| 55 |
-
"file": "GainOwnership"
|
| 56 |
-
},
|
| 57 |
-
{
|
| 58 |
-
"name": "Eliminate",
|
| 59 |
-
"file": "Eliminate"
|
| 60 |
-
},
|
| 61 |
-
{
|
| 62 |
-
"name": "Collecting",
|
| 63 |
-
"file": "Collecting"
|
| 64 |
-
},
|
| 65 |
-
{
|
| 66 |
-
"name": "Freedom of Choice",
|
| 67 |
-
"file": "FreedomofChoice"
|
| 68 |
-
},
|
| 69 |
-
{
|
| 70 |
-
"name": "New Abilities",
|
| 71 |
-
"file": "NewAbilities"
|
| 72 |
-
},
|
| 73 |
-
{
|
| 74 |
-
"name": "Hierarchy of Goals",
|
| 75 |
-
"file": "HierarchyofGoals"
|
| 76 |
-
},
|
| 77 |
-
{
|
| 78 |
-
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 79 |
-
"file": "Higher-LevelClosuresasGameplayProgresses"
|
| 80 |
-
},
|
| 81 |
-
{
|
| 82 |
-
"name": "Collections",
|
| 83 |
-
"file": "Collection"
|
| 84 |
-
},
|
| 85 |
-
{
|
| 86 |
-
"name": "Spawning",
|
| 87 |
-
"file": "Spawning"
|
| 88 |
-
},
|
| 89 |
-
{
|
| 90 |
-
"name": "Dynamic Goal Characteristics",
|
| 91 |
-
"file": "DynamicGoalCharacteristics"
|
| 92 |
},
|
| 93 |
{
|
| 94 |
"name": "Last Man Standing",
|
| 95 |
"file": "LastManStanding"
|
| 96 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 97 |
{
|
| 98 |
"name": "Collection",
|
| 99 |
"file": "Collection"
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
"name": "Pick-Ups",
|
| 111 |
"file": "Pick-Ups"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
"name": "Transfer of Control",
|
| 119 |
"file": "TransferofControl"
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
-
},
|
| 125 |
-
{
|
| 126 |
-
"name": "Save Points",
|
| 127 |
-
"file": "SavePoints"
|
| 128 |
-
},
|
| 129 |
-
{
|
| 130 |
-
"name": "Score",
|
| 131 |
-
"file": "Score"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
-
"name": "
|
| 135 |
-
"file": "
|
| 136 |
},
|
| 137 |
{
|
| 138 |
-
"name": "
|
| 139 |
-
"file": "
|
| 140 |
}
|
| 141 |
],
|
| 142 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 143 |
}
|
|
|
|
| 2 |
"pattern_name": "Collection",
|
| 3 |
"description": "The completion of several goals that together form a coherent unit.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Collection]] is a high-level goal requiring completion of several subgoals. [[Collection]] are common in games to give players a better sense of what goals they will have to fulfill, how they have succeeded so far, and how the goals they presently are trying to complete fit in the overall play of the game."
|
|
|
|
|
|
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The simplest case is to use the [[Collection]] as the end condition of the whole game, that is, to finish the [[Collection]] is to finish the game. Other possibilities are to have the completion of a [[Collection]] as part of a [[Hierarchy of Goals]] or give [[Rewards]] that give [[New Abilities]] or increase a player's [[Score]].",
|
| 9 |
+
"Of course, the nature and characteristics of the subgoals have to be defined when designing a [[Collection]]. These goals can be of the same nature, for example [[Gain Ownership]] goals to have [[Ownership]] over several identical [[Pick-Ups]] or [[Eliminate]] goals in deathmatch games or Magic: The Gathering, but can also be of totally different nature as in WarioWare, Inc. and Decathlon. Adventure games often use [[Collection]] with different types of subgoals for progressing in the game. The player first has to travel to a castle, find the key to a treasure chest, get the magic sword from the chest, and finally kill the dragon. In these games, the sequence in which the goals are achieved is significant to ensure [[Higher-Level Closures as Gameplay Progresses]], and usually the last goal in the sequence is an encounter with a [[Boss Monster]]. However, games using a Selectable Set of Goals to define a [[Collection]] offer players [[Freedom of Choice]] and a variety of tactics. Often after finishing one [[Collection]], another one is offered to the player, which can be seen as an application of [[Dynamic Goal Characteristics]].",
|
| 10 |
+
"Common instances of [[Collection]] include [[Last Man Standing]] and [[Configuration]]. Games using [[Last Man Standing]], such as Magic: The Gathering and deathmatch games without [[Spawning]], use [[Collection]] to achieve [[Team Elimination]]."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"Achieving a [[Collection]] is done by performing [[Collecting]] actions so that players are the beneficiaries of [[Transfer of Control]] actions. A [[Collection]] is the easiest possible [[Hierarchy of Goals]], a number of goals with an overarching goal. As [[Collections]] are Hierarchies of Goals, they allow the game progression to be structured into smaller sections and can be used to modulate [[Tension]] in [[Narrative Structures]]. [[Collection]] can be recursive so a [[Collection]] can be a subgoal of another [[Collection]] in order to create complex structures and hierarchies. The presence of a [[Collection]] makes the completion of all its subgoals into natural [[Save Points]]."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Transfer of Control",
|
| 18 |
"Team Elimination"
|
|
|
|
| 43 |
"label": "11. Game Design Patterns for Goals",
|
| 44 |
"pattern_links": [
|
| 45 |
{
|
| 46 |
+
"name": "Configuration",
|
| 47 |
+
"file": "Configuration"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 48 |
},
|
| 49 |
{
|
| 50 |
"name": "Last Man Standing",
|
| 51 |
"file": "LastManStanding"
|
| 52 |
},
|
| 53 |
+
{
|
| 54 |
+
"name": "Save Points",
|
| 55 |
+
"file": "SavePoints"
|
| 56 |
+
},
|
| 57 |
{
|
| 58 |
"name": "Collection",
|
| 59 |
"file": "Collection"
|
| 60 |
},
|
| 61 |
{
|
| 62 |
+
"name": "Ownership",
|
| 63 |
+
"file": "Ownership"
|
| 64 |
},
|
| 65 |
{
|
| 66 |
+
"name": "Collecting",
|
| 67 |
+
"file": "Collecting"
|
| 68 |
},
|
| 69 |
{
|
| 70 |
"name": "Pick-Ups",
|
| 71 |
"file": "Pick-Ups"
|
| 72 |
},
|
| 73 |
{
|
| 74 |
+
"name": "Gain Ownership",
|
| 75 |
+
"file": "GainOwnership"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
"name": "Transfer of Control",
|
| 79 |
"file": "TransferofControl"
|
| 80 |
},
|
| 81 |
{
|
| 82 |
+
"name": "Narrative Structures",
|
| 83 |
+
"file": "NarrativeStructures"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 84 |
},
|
| 85 |
{
|
| 86 |
+
"name": "Dynamic Goal Characteristics",
|
| 87 |
+
"file": "DynamicGoalCharacteristics"
|
| 88 |
},
|
| 89 |
{
|
| 90 |
+
"name": "Team Elimination",
|
| 91 |
+
"file": "TeamElimination"
|
| 92 |
}
|
| 93 |
],
|
| 94 |
+
"pattern_id": "Collection",
|
| 95 |
+
"playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1779901",
|
| 96 |
+
"metadata": {
|
| 97 |
+
"version": "1.2",
|
| 98 |
+
"date_processed": "2025-04-24",
|
| 99 |
+
"source_file": "Collection.htm",
|
| 100 |
+
"converter_version": "1.2"
|
| 101 |
+
}
|
| 102 |
}
|
Combat.json
CHANGED
|
@@ -2,22 +2,20 @@
|
|
| 2 |
"pattern_name": "Combat",
|
| 3 |
"description": "Actions where the intent is to kill or otherwise overcome opponents",
|
| 4 |
"content": [
|
| 5 |
-
"Symbolizing the actions between game elements in games as Combat is one of the oldest and most common ways to give games themes. By doing so, the theme of the game contains a link with the real-world competition between players as well as alludes to the tension, uncertainty, and importance of the real-world equivalent. Combat in games give players clear goals and opponents and gives clear indication of what players have succeeded and what players have failed."
|
| 6 |
-
"Example: First-person shooters' main challenge is to kill or otherwise overcome the enemies found in the game.",
|
| 7 |
-
"Example: Fighting games such as the Dead or Alive, Tekken, or Mortal Kombat focus purely on Combat, with Meta Goals of unlocking new characters or new costumes."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"The main influence on designing Combat in games is whether the games are Real-Time Games or Turn-Based Games. In both cases, Combat usually includes Randomness and Imperfect Information in the process to determine the outcome but how these are achieved depend on the type of game. Both types of games also typically provide Privileged Abilities specifically affecting Combat and can have Enemies with Achilles' Heels that provide specific targets to aim for.",
|
| 11 |
-
"In Turn-Based Games the results
|
| 12 |
-
"In Real-Time Games, the main difference between design choices for Combat lies in whether players control Avatars or Units. Imperfect Information is often the cause of bad Game State Overview or the problem of perceiving enemy actions as they occur while Randomness occurs due to opponent's guesses to the Imperfect Information they have.",
|
| 13 |
-
"Control of Avatars in Combat requires Timing and Dexterity-Based Actions, typically Aim & Shoot or Combos of close combat maneuvers. Damage in this case is often abstracted to forced retreats, stuns simulated by
|
| 14 |
-
"Controlling Units require skills in coordinating Collaborative Actions and employing Attention Swapping. Often knowledge of Strategic Locations is important as well as efficient Resource Management. The loss of Units due to Combat in these games do not usually have any specific Penalties connected to them except for the possible Ability Losses if no other still existing Units have the same abilities."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"Combat is the means to achieving Capture, Overcome, or Eliminate goals against Enemies and gives rise to Conflict against either other players or Dedicated Game Facilitators. When these goals deal with Area Control, the presence of Combat is especially common since the opposing goalstypically are also achieved by Combat. The actual actions required to successfully win Combat depend heavily on the definitions of how to successfully complete the goals.",
|
| 18 |
-
"Participating in Combat is a Risk/Reward choice as are the Tradeoffs that have to be considered between different possible actions within the Combat."
|
| 19 |
],
|
| 20 |
-
"
|
| 21 |
"Instantiates": [
|
| 22 |
"Attention Swapping",
|
| 23 |
"Aim & Shoot",
|
|
@@ -67,181 +65,148 @@
|
|
| 67 |
"label": "8. Actions and Events Patterns",
|
| 68 |
"pattern_links": [
|
| 69 |
{
|
| 70 |
-
"name": "
|
| 71 |
-
"file": "
|
| 72 |
-
},
|
| 73 |
-
{
|
| 74 |
-
"name": "Units",
|
| 75 |
-
"file": "Units"
|
| 76 |
},
|
| 77 |
{
|
| 78 |
-
"name": "
|
| 79 |
-
"file": "
|
| 80 |
},
|
| 81 |
{
|
| 82 |
-
"name": "
|
| 83 |
-
"file": "
|
| 84 |
},
|
| 85 |
{
|
| 86 |
-
"name": "
|
| 87 |
-
"file": "
|
| 88 |
},
|
| 89 |
{
|
| 90 |
-
"name": "
|
| 91 |
-
"file": "
|
| 92 |
},
|
| 93 |
{
|
| 94 |
-
"name": "
|
| 95 |
-
"file": "
|
| 96 |
},
|
| 97 |
{
|
| 98 |
-
"name": "
|
| 99 |
-
"file": "
|
| 100 |
},
|
| 101 |
{
|
| 102 |
-
"name": "
|
| 103 |
-
"file": "
|
| 104 |
},
|
| 105 |
{
|
| 106 |
-
"name": "
|
| 107 |
-
"file": "
|
| 108 |
},
|
| 109 |
{
|
| 110 |
"name": "Combat",
|
| 111 |
"file": "Combat"
|
| 112 |
},
|
| 113 |
{
|
| 114 |
-
"name": "
|
| 115 |
-
"file": "
|
| 116 |
},
|
| 117 |
{
|
| 118 |
-
"name": "
|
| 119 |
-
"file": "
|
| 120 |
},
|
| 121 |
{
|
| 122 |
-
"name": "
|
| 123 |
-
"file": "
|
| 124 |
},
|
| 125 |
{
|
| 126 |
-
"name": "
|
| 127 |
-
"file": "
|
| 128 |
},
|
| 129 |
{
|
| 130 |
"name": "Tournaments",
|
| 131 |
"file": "Tournaments"
|
| 132 |
},
|
| 133 |
{
|
| 134 |
-
"name": "
|
| 135 |
-
"file": "
|
| 136 |
-
},
|
| 137 |
-
{
|
| 138 |
-
"name": "Turn-Based Games",
|
| 139 |
-
"file": "Turn-BasedGames"
|
| 140 |
-
},
|
| 141 |
-
{
|
| 142 |
-
"name": "Overcome",
|
| 143 |
-
"file": "Overcome"
|
| 144 |
-
},
|
| 145 |
-
{
|
| 146 |
-
"name": "Spawning",
|
| 147 |
-
"file": "Spawning"
|
| 148 |
-
},
|
| 149 |
-
{
|
| 150 |
-
"name": "Penalties",
|
| 151 |
-
"file": "Penalties"
|
| 152 |
},
|
| 153 |
{
|
| 154 |
-
"name": "
|
| 155 |
-
"file": "
|
| 156 |
},
|
| 157 |
{
|
| 158 |
-
"name": "
|
| 159 |
-
"file": "
|
| 160 |
},
|
| 161 |
{
|
| 162 |
-
"name": "
|
| 163 |
-
"file": "
|
| 164 |
},
|
| 165 |
{
|
| 166 |
-
"name": "
|
| 167 |
-
"file": "
|
| 168 |
},
|
| 169 |
{
|
| 170 |
-
"name": "
|
| 171 |
-
"file": "
|
| 172 |
},
|
| 173 |
{
|
| 174 |
-
"name": "
|
| 175 |
-
"file": "
|
| 176 |
},
|
| 177 |
{
|
| 178 |
"name": "Real-Time Games",
|
| 179 |
"file": "Real-TimeGames"
|
| 180 |
},
|
| 181 |
-
{
|
| 182 |
-
"name": "Area Control",
|
| 183 |
-
"file": "AreaControl"
|
| 184 |
-
},
|
| 185 |
{
|
| 186 |
"name": "Imperfect Information",
|
| 187 |
"file": "ImperfectInformation"
|
| 188 |
},
|
| 189 |
-
{
|
| 190 |
-
"name": "Randomness",
|
| 191 |
-
"file": "Randomness"
|
| 192 |
-
},
|
| 193 |
-
{
|
| 194 |
-
"name": "Resource Management",
|
| 195 |
-
"file": "ResourceManagement"
|
| 196 |
-
},
|
| 197 |
-
{
|
| 198 |
-
"name": "Team Play",
|
| 199 |
-
"file": "TeamPlay"
|
| 200 |
-
},
|
| 201 |
{
|
| 202 |
"name": "Capture",
|
| 203 |
"file": "Capture"
|
| 204 |
},
|
| 205 |
{
|
| 206 |
-
"name": "
|
| 207 |
-
"file": "
|
| 208 |
-
},
|
| 209 |
-
{
|
| 210 |
-
"name": "Aim & Shoot",
|
| 211 |
-
"file": "Aim&Shoot"
|
| 212 |
},
|
| 213 |
{
|
| 214 |
-
"name": "
|
| 215 |
-
"file": "
|
| 216 |
},
|
| 217 |
{
|
| 218 |
-
"name": "
|
| 219 |
-
"file": "
|
| 220 |
},
|
| 221 |
{
|
| 222 |
-
"name": "
|
| 223 |
-
"file": "
|
| 224 |
},
|
| 225 |
{
|
| 226 |
-
"name": "
|
| 227 |
-
"file": "
|
| 228 |
},
|
| 229 |
{
|
| 230 |
-
"name": "
|
| 231 |
-
"file": "
|
| 232 |
},
|
| 233 |
{
|
| 234 |
-
"name": "
|
| 235 |
-
"file": "
|
| 236 |
},
|
| 237 |
{
|
| 238 |
-
"name": "
|
| 239 |
-
"file": "
|
| 240 |
},
|
| 241 |
{
|
| 242 |
-
"name": "
|
| 243 |
-
"file": "
|
| 244 |
}
|
| 245 |
],
|
| 246 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 247 |
}
|
|
|
|
| 2 |
"pattern_name": "Combat",
|
| 3 |
"description": "Actions where the intent is to kill or otherwise overcome opponents",
|
| 4 |
"content": [
|
| 5 |
+
"Symbolizing the actions between game elements in games as [[Combat]] is one of the oldest and most common ways to give games themes. By doing so, the theme of the game contains a link with the real-world competition between players as well as alludes to the tension, uncertainty, and importance of the real-world equivalent. [[Combat]] in games give players clear goals and opponents and gives clear indication of what players have succeeded and what players have failed."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The main influence on designing [[Combat]] in games is whether the games are [[Real-Time Games]] or [[Turn-Based Games]]. In both cases, [[Combat]] usually includes [[Randomness]] and [[Imperfect Information]] in the process to determine the outcome but how these are achieved depend on the type of game. Both types of games also typically provide [[Privileged Abilities]] specifically affecting [[Combat]] and can have [[Enemies]] with [[Achilles' Heels]] that provide specific targets to aim for.",
|
| 9 |
+
"In [[Turn-Based Games]] the results of[[Combat]] are usually based on an evaluation function, as players' skills lies in trying to make the game state have as many modifiers in their favor as possible. Common influences on the evaluation function include [[Skills]], [[Privileged Abilities]], and [[Collaborative Actions]]. [[Budgeted Action Points]] can be used to allow several [[Combat]] actions to be performed in one turn and increase the [[Tradeoffs]] between different possible actions in these forms of [[Combat]].[[Imperfect Information]] exists mainly due to not knowing the opponents strengths, weaknesses, and configuration, while [[Randomness]] is usually instantiated through [[Dice]] or the equivalent.",
|
| 10 |
+
"In [[Real-Time Games]], the main difference between design choices for [[Combat]] lies in whether players control [[Avatars]] or [[Units]]. [[Imperfect Information]] is often the cause of bad [[Game State Overview]] or the problem of perceiving enemy actions as they occur while [[Randomness]] occurs due to opponent's guesses to the [[Imperfect Information]] they have.",
|
| 11 |
+
"Control of [[Avatars]] in [[Combat]] requires [[Timing]] and [[Dexterity-Based Actions]], typically [[Aim & Shoot]] or [[Combos]] of close combat maneuvers. [[Damage]] in this case is often abstracted to forced retreats, stuns simulated by forced[[No-Ops]], and health values shown by [[Progress Indicators]]. If [[Combat]] is the only activity in the game, as is the case in fighting games, the [[Combat]] is often structured in [[Tournaments]] to allow [[Perceivable Margins]] and [[Higher-Level Closures as Gameplay Progresses]] by having more difficult opponents appear later in the [[Tournament]]. Fighting Games also often combine loss of [[Combat]] with [[Player Elimination]]. Games where players engage in activities other than [[Combat]] usually make use of [[Lives]] and penalize loss of [[Lives]] by [[Ability Losses]] and [[Spawning]] at earlier locations. [[Real-Time Games]] with [[Avatars]] and [[Team Play]] often have special [[Penalties]] for team killing or make those events impossible through [[Privileged Abilities]].",
|
| 12 |
+
"Controlling [[Units]] require skills in coordinating [[Collaborative Actions]] and employing [[Attention Swapping]]. Often knowledge of [[Strategic Locations]] is important as well as efficient [[Resource Management]]. The loss of [[Units]] due to [[Combat]] in these games do not usually have any specific [[Penalties]] connected to them except for the possible [[Ability Losses]] if no other still existing [[Units]] have the same abilities."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] and gives rise to [[Conflict]] against either other players or [[Dedicated Game Facilitators]]. When these goals deal with [[Area Control]], the presence of [[Combat]] is especially common since the opposing goalstypically are also achieved by [[Combat]]. The actual actions required to successfully win [[Combat]] depend heavily on the definitions of how to successfully complete the goals.",
|
| 16 |
+
"Participating in [[Combat]] is a [[Risk/Reward]] choice as are the [[Tradeoffs]] that have to be considered between different possible actions within the [[Combat]]."
|
| 17 |
],
|
| 18 |
+
"relations": {
|
| 19 |
"Instantiates": [
|
| 20 |
"Attention Swapping",
|
| 21 |
"Aim & Shoot",
|
|
|
|
| 65 |
"label": "8. Actions and Events Patterns",
|
| 66 |
"pattern_links": [
|
| 67 |
{
|
| 68 |
+
"name": "Attention Swapping",
|
| 69 |
+
"file": "AttentionSwapping"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 70 |
},
|
| 71 |
{
|
| 72 |
+
"name": "Strategic Locations",
|
| 73 |
+
"file": "StrategicLocations"
|
| 74 |
},
|
| 75 |
{
|
| 76 |
+
"name": "Avatars",
|
| 77 |
+
"file": "Avatars"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
+
"name": "Timing",
|
| 81 |
+
"file": "Timing"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
+
"name": "Player Elimination",
|
| 85 |
+
"file": "PlayerElimination"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Lives",
|
| 89 |
+
"file": "Lives"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Turn-Based Games",
|
| 93 |
+
"file": "Turn-BasedGames"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
+
"name": "Aim & Shoot",
|
| 97 |
+
"file": "Aim&Shoot"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
+
"name": "Privileged Abilities",
|
| 101 |
+
"file": "PrivilegedAbilities"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
"name": "Combat",
|
| 105 |
"file": "Combat"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
+
"name": "Risk/Reward",
|
| 109 |
+
"file": "RiskReward"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Damage",
|
| 113 |
+
"file": "Damage"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Units",
|
| 117 |
+
"file": "Units"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
+
"name": "Dexterity-Based Actions",
|
| 121 |
+
"file": "Dexterity-BasedActions"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
"name": "Tournaments",
|
| 125 |
"file": "Tournaments"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "Perceivable Margins",
|
| 129 |
+
"file": "PerceivableMargins"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 130 |
},
|
| 131 |
{
|
| 132 |
+
"name": "Resource Management",
|
| 133 |
+
"file": "ResourceManagement"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
+
"name": "Achilles' Heels",
|
| 137 |
+
"file": "Achilles'Heels"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
+
"name": "Dice",
|
| 141 |
+
"file": "Dice"
|
| 142 |
},
|
| 143 |
{
|
| 144 |
+
"name": "Budgeted Action Points",
|
| 145 |
+
"file": "BudgetedActionPoints"
|
| 146 |
},
|
| 147 |
{
|
| 148 |
+
"name": "Eliminate",
|
| 149 |
+
"file": "Eliminate"
|
| 150 |
},
|
| 151 |
{
|
| 152 |
+
"name": "Tension",
|
| 153 |
+
"file": "Tension"
|
| 154 |
},
|
| 155 |
{
|
| 156 |
"name": "Real-Time Games",
|
| 157 |
"file": "Real-TimeGames"
|
| 158 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 159 |
{
|
| 160 |
"name": "Imperfect Information",
|
| 161 |
"file": "ImperfectInformation"
|
| 162 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 163 |
{
|
| 164 |
"name": "Capture",
|
| 165 |
"file": "Capture"
|
| 166 |
},
|
| 167 |
{
|
| 168 |
+
"name": "Combos",
|
| 169 |
+
"file": "Combos"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 170 |
},
|
| 171 |
{
|
| 172 |
+
"name": "Higher-Level Closures as Gameplay Progresses",
|
| 173 |
+
"file": "Higher-LevelClosuresasGameplayProgresses"
|
| 174 |
},
|
| 175 |
{
|
| 176 |
+
"name": "Collaborative Actions",
|
| 177 |
+
"file": "CollaborativeActions"
|
| 178 |
},
|
| 179 |
{
|
| 180 |
+
"name": "Tradeoffs",
|
| 181 |
+
"file": "Tradeoffs"
|
| 182 |
},
|
| 183 |
{
|
| 184 |
+
"name": "Enemies",
|
| 185 |
+
"file": "Enemies"
|
| 186 |
},
|
| 187 |
{
|
| 188 |
+
"name": "Randomness",
|
| 189 |
+
"file": "Randomness"
|
| 190 |
},
|
| 191 |
{
|
| 192 |
+
"name": "Area Control",
|
| 193 |
+
"file": "AreaControl"
|
| 194 |
},
|
| 195 |
{
|
| 196 |
+
"name": "Dedicated Game Facilitators",
|
| 197 |
+
"file": "DedicatedGameFacilitators"
|
| 198 |
},
|
| 199 |
{
|
| 200 |
+
"name": "Conflict",
|
| 201 |
+
"file": "Conflict"
|
| 202 |
}
|
| 203 |
],
|
| 204 |
+
"pattern_id": "Combat",
|
| 205 |
+
"playable_concept": "Not available yet",
|
| 206 |
+
"metadata": {
|
| 207 |
+
"version": "1.2",
|
| 208 |
+
"date_processed": "2025-04-24",
|
| 209 |
+
"source_file": "Combat.htm",
|
| 210 |
+
"converter_version": "1.2"
|
| 211 |
+
}
|
| 212 |
}
|
Combos.json
CHANGED
|
@@ -2,19 +2,17 @@
|
|
| 2 |
"pattern_name": "Combos",
|
| 3 |
"description": "Sets of actions that trigger additional effects than those that occur due to the individual actions.",
|
| 4 |
"content": [
|
| 5 |
-
"Combos are a sequence of actions that due to the order or configuration they are performed in trigger additional effects. The sequence of actions perform to create the effect can be seen as an action in itself, although more complex than ordinary actions and possibly interruptible even when the actions it consists of are not."
|
| 6 |
-
"Example: Fighting games such as the Tekken or Dead or Alive series have only a few basic actions but by heavy use of Combos each character in the game can have the number of possible actions increased by an order of magnitude.",
|
| 7 |
-
"Example: The height of jumps in game such as Mario 64 or Super Mario Sunshine can be extended considerably by pressing the jump button again at the right moment after starting a jump."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"The design of Combos includes deciding if they should provide additional effects or simply modify the already existing effects, how complex they should be to perform and if their execution can be affected by others. Combos can simply modify the original Rewards and Penalties or introduce new Rewards and Penalties. Combos are often used to provide Privileged Abilities, either as an additional Reward or as a way to provide Orthogonal Unit Differentiation, and are especially common in Combat activities in Real-Time Games. The complexity of performing Combos can be used to set the Right Level of Complexity, for example by requiring Rhythm-Based Actions, in the game and can provide a Smooth Learning Curves as players can have the possibility to choose between performing simple actions or more difficult Combos. As with any Extended Actions, Combos offer the possibility of being Interruptible Actions independently of whether the actions they consists of are interruptible. In the case of Combos that are complex or interruptible, motivation for performing them can be given by providing Geometric Rewards for Investments in addition to any Privileged Abilities.",
|
| 11 |
-
"In games with complex Combos, or games where players are encouraged to find the Combos by Experimenting, it is common to indicate when a player has started to perform a combo and provide additional feedback for each of the individual actions that has been performed. This can be done by Illusionary Rewards within the game world or by Progress Indicators providing Extra-Game Information.",
|
| 12 |
-
"All forms of Collaborative Actions are forms of Combos."
|
| 13 |
],
|
| 14 |
-
"
|
| 15 |
-
"Combos are Extended Actions that require Timing to be successfully executed. Being able to perform a Combo can be a goal in itself as it is a Configuration of actions. Games where players know that Combos exist but are not provided with instructions on how to do them encourage players to do Experimenting. In these games, knowing how to perform the Combos is Strategic Knowledge and can be shared as Extra-Game Actions."
|
| 16 |
],
|
| 17 |
-
"
|
| 18 |
"Instantiates": [
|
| 19 |
"Extended Actions",
|
| 20 |
"Strategic Knowledge",
|
|
@@ -51,102 +49,97 @@
|
|
| 51 |
],
|
| 52 |
"label": "14. Game Design Patterns for Game Mastery and Balancing",
|
| 53 |
"pattern_links": [
|
| 54 |
-
{
|
| 55 |
-
"name": "Progress Indicators",
|
| 56 |
-
"file": "ProgressIndicators"
|
| 57 |
-
},
|
| 58 |
-
{
|
| 59 |
-
"name": "Combo",
|
| 60 |
-
"file": "Combos"
|
| 61 |
-
},
|
| 62 |
{
|
| 63 |
"name": "Illusionary Rewards",
|
| 64 |
"file": "IllusionaryRewards"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
-
"name": "
|
| 68 |
-
"file": "
|
| 69 |
-
},
|
| 70 |
-
{
|
| 71 |
-
"name": "Orthogonal Unit Differentiation",
|
| 72 |
-
"file": "OrthogonalUnitDifferentiation"
|
| 73 |
-
},
|
| 74 |
-
{
|
| 75 |
-
"name": "Combat",
|
| 76 |
-
"file": "Combat"
|
| 77 |
-
},
|
| 78 |
-
{
|
| 79 |
-
"name": "Geometric Rewards for Investments",
|
| 80 |
-
"file": "GeometricRewardsforInvestments"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
-
"name": "
|
| 84 |
-
"file": "
|
| 85 |
},
|
| 86 |
{
|
| 87 |
"name": "Privileged Abilities",
|
| 88 |
"file": "PrivilegedAbilities"
|
| 89 |
},
|
| 90 |
-
{
|
| 91 |
-
"name": "Right Level of Complexity",
|
| 92 |
-
"file": "RightLevelofComplexity"
|
| 93 |
-
},
|
| 94 |
{
|
| 95 |
"name": "Penalties",
|
| 96 |
"file": "Penalties"
|
| 97 |
},
|
| 98 |
{
|
| 99 |
-
"name": "
|
| 100 |
-
"file": "
|
| 101 |
-
},
|
| 102 |
-
{
|
| 103 |
-
"name": "Collaborative Actions",
|
| 104 |
-
"file": "CollaborativeActions"
|
| 105 |
-
},
|
| 106 |
-
{
|
| 107 |
-
"name": "Rhythm-Based Actions",
|
| 108 |
-
"file": "Rhythm-BasedActions"
|
| 109 |
},
|
| 110 |
{
|
| 111 |
"name": "Configuration",
|
| 112 |
"file": "Configuration"
|
| 113 |
},
|
| 114 |
{
|
| 115 |
-
"name": "
|
| 116 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 117 |
},
|
| 118 |
{
|
| 119 |
"name": "Smooth Learning Curves",
|
| 120 |
"file": "SmoothLearningCurves"
|
| 121 |
},
|
| 122 |
{
|
| 123 |
-
"name": "
|
| 124 |
-
"file": "
|
| 125 |
},
|
| 126 |
{
|
| 127 |
-
"name": "
|
| 128 |
-
"file": "
|
| 129 |
},
|
| 130 |
{
|
| 131 |
-
"name": "
|
| 132 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 133 |
},
|
| 134 |
{
|
| 135 |
"name": "Extended Actions",
|
| 136 |
"file": "ExtendedActions"
|
| 137 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 138 |
{
|
| 139 |
"name": "Combos",
|
| 140 |
"file": "Combos"
|
| 141 |
},
|
| 142 |
{
|
| 143 |
-
"name": "
|
| 144 |
-
"file": "
|
| 145 |
},
|
| 146 |
{
|
| 147 |
-
"name": "
|
| 148 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 149 |
}
|
| 150 |
],
|
| 151 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 152 |
}
|
|
|
|
| 2 |
"pattern_name": "Combos",
|
| 3 |
"description": "Sets of actions that trigger additional effects than those that occur due to the individual actions.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Combos]] are a sequence of actions that due to the order or configuration they are performed in trigger additional effects. The sequence of actions perform to create the effect can be seen as an action in itself, although more complex than ordinary actions and possibly interruptible even when the actions it consists of are not."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The design of [[Combos]] includes deciding if they should provide additional effects or simply modify the already existing effects, how complex they should be to perform and if their execution can be affected by others. [[Combos]] can simply modify the original [[Rewards]] and [[Penalties]] or introduce new [[Rewards]] and [[Penalties]]. [[Combos]] are often used to provide [[Privileged Abilities]], either as an additional [[Reward]] or as a way to provide [[Orthogonal Unit Differentiation]], and are especially common in [[Combat]] activities in [[Real-Time Games]]. The complexity of performing [[Combos]] can be used to set the [[Right Level of Complexity]], for example by requiring [[Rhythm-Based Actions]], in the game and can provide a [[Smooth Learning Curves]] as players can have the possibility to choose between performing simple actions or more difficult [[Combos]]. As with any [[Extended Actions]], [[Combos]] offer the possibility of being [[Interruptible Actions]] independently of whether the actions they consists of are interruptible. In the case of [[Combos]] that are complex or interruptible, motivation for performing them can be given by providing [[Geometric Rewards for Investments]] in addition to any [[Privileged Abilities]].",
|
| 9 |
+
"In games with complex [[Combos]], or games where players are encouraged to find the [[Combos]] by [[Experimenting]], it is common to indicate when a player has started to perform a combo and provide additional feedback for each of the individual actions that has been performed. This can be done by [[Illusionary Rewards]] within the game world or by [[Progress Indicators]] providing [[Extra-Game Information]].",
|
| 10 |
+
"All forms of [[Collaborative Actions]] are forms of [[Combos]]."
|
| 11 |
],
|
| 12 |
+
"consequences": [
|
| 13 |
+
"[[Combos]] are [[Extended Actions]] that require [[Timing]] to be successfully executed. Being able to perform a [[Combo]] can be a goal in itself as it is a [[Configuration]] of actions. Games where players know that [[Combos]] exist but are not provided with instructions on how to do them encourage players to do [[Experimenting]]. In these games, knowing how to perform the [[Combos]] is [[Strategic Knowledge]] and can be shared as [[Extra-Game Actions]]."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Extended Actions",
|
| 18 |
"Strategic Knowledge",
|
|
|
|
| 49 |
],
|
| 50 |
"label": "14. Game Design Patterns for Game Mastery and Balancing",
|
| 51 |
"pattern_links": [
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 52 |
{
|
| 53 |
"name": "Illusionary Rewards",
|
| 54 |
"file": "IllusionaryRewards"
|
| 55 |
},
|
| 56 |
{
|
| 57 |
+
"name": "Extra-Game Actions",
|
| 58 |
+
"file": "Extra-GameActions"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 59 |
},
|
| 60 |
{
|
| 61 |
+
"name": "Timing",
|
| 62 |
+
"file": "Timing"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
"name": "Privileged Abilities",
|
| 66 |
"file": "PrivilegedAbilities"
|
| 67 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 68 |
{
|
| 69 |
"name": "Penalties",
|
| 70 |
"file": "Penalties"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
+
"name": "Combat",
|
| 74 |
+
"file": "Combat"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 75 |
},
|
| 76 |
{
|
| 77 |
"name": "Configuration",
|
| 78 |
"file": "Configuration"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
+
"name": "Strategic Knowledge",
|
| 82 |
+
"file": "StrategicKnowledge"
|
| 83 |
+
},
|
| 84 |
+
{
|
| 85 |
+
"name": "Progress Indicators",
|
| 86 |
+
"file": "ProgressIndicators"
|
| 87 |
},
|
| 88 |
{
|
| 89 |
"name": "Smooth Learning Curves",
|
| 90 |
"file": "SmoothLearningCurves"
|
| 91 |
},
|
| 92 |
{
|
| 93 |
+
"name": "Extra-Game Information",
|
| 94 |
+
"file": "Extra-GameInformation"
|
| 95 |
},
|
| 96 |
{
|
| 97 |
+
"name": "Right Level of Complexity",
|
| 98 |
+
"file": "RightLevelofComplexity"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
+
"name": "Rhythm-Based Actions",
|
| 102 |
+
"file": "Rhythm-BasedActions"
|
| 103 |
+
},
|
| 104 |
+
{
|
| 105 |
+
"name": "Geometric Rewards for Investments",
|
| 106 |
+
"file": "GeometricRewardsforInvestments"
|
| 107 |
+
},
|
| 108 |
+
{
|
| 109 |
+
"name": "Orthogonal Unit Differentiation",
|
| 110 |
+
"file": "OrthogonalUnitDifferentiation"
|
| 111 |
},
|
| 112 |
{
|
| 113 |
"name": "Extended Actions",
|
| 114 |
"file": "ExtendedActions"
|
| 115 |
},
|
| 116 |
+
{
|
| 117 |
+
"name": "Experimenting",
|
| 118 |
+
"file": "Experimenting"
|
| 119 |
+
},
|
| 120 |
{
|
| 121 |
"name": "Combos",
|
| 122 |
"file": "Combos"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
+
"name": "Collaborative Actions",
|
| 126 |
+
"file": "CollaborativeActions"
|
| 127 |
},
|
| 128 |
{
|
| 129 |
+
"name": "Interruptible Actions",
|
| 130 |
+
"file": "InterruptibleActions"
|
| 131 |
+
},
|
| 132 |
+
{
|
| 133 |
+
"name": "Rewards",
|
| 134 |
+
"file": "Rewards"
|
| 135 |
}
|
| 136 |
],
|
| 137 |
+
"pattern_id": "Combos",
|
| 138 |
+
"playable_concept": "Not available yet",
|
| 139 |
+
"metadata": {
|
| 140 |
+
"version": "1.2",
|
| 141 |
+
"date_processed": "2025-04-24",
|
| 142 |
+
"source_file": "Combos.htm",
|
| 143 |
+
"converter_version": "1.2"
|
| 144 |
+
}
|
| 145 |
}
|
CommittedGoals.json
CHANGED
|
@@ -2,21 +2,19 @@
|
|
| 2 |
"pattern_name": "Committed Goals",
|
| 3 |
"description": "Goals that players have entered a form of contract to try and fulfill.",
|
| 4 |
"content": [
|
| 5 |
-
"Although most games have many goals in them, players do not have to accept or strive to complete all of them. However, those goals that players have chosen to strive towards and will result in some form of penalty if not completed are committed. The commitment to a goal may, depending on the goal, be present from the beginning of the game or come later during play."
|
| 6 |
-
"Example: The winning conditions of games such as Chess or Go are Committed Goals that players have to strive for; if they are not working toward these conditions, they are not playing the game.",
|
| 7 |
-
"Example: In the board game Ticket to Ride, players can commit to building a railway line between cities. Once committed, the player will at the end of the game either receive a certain amount of points if successful or be penalized by the same amount if the line is not completed. A similar example can be found in the trick-based card game Bridge."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
-
"One can separate Committed Goals into three different categories, and making a goal a Committed Goal requires the game designer to choose which category the goal should belong to. The first category consists of the goals that define the winning condition of the game, or subgoals that are required to solve the main goal of the game. The commitment toward completing the goal is the same as the commitment to try and win the game; if a player is performing legal actions in the game but not committed to such a goal, one can argue that the player is not actually playing the game.",
|
| 11 |
-
"The second category of Committed Goals includes the first category and consists of those goals that have explicit Penalties within the game if they are not completed. Designing a goal so that it is in this category lets players judge Risk/Reward situations and make Tradeoffs between striving to gain the Rewards but possibly receiving Penalties from other Committed Goals or vice versa. A simple way of implementing this category of goals is to require Investments, which lets players choose their level of commitment and ties the penalty of not completing the goal (in the sense of misused Resources) and the closeness to a closure to the commitment. Formalized Collaborative Actions, possibly with Player-Decided Distribution of Rewards & Penalties, can be examples of the second category, as can maintaining Area Control.",
|
| 12 |
-
"The third category of Committed Goals are those that are not implicitly encoded into the game system, either being those that a player has chosen individually or those decided by players in Uncommitted Alliances, often regarding Collaborative Actions that are not formalized by the game system. The last category has the least commitment from a structural perspective but can be more important than other Committed Goals due to Negotiation, Extra-Game Consequences, and the risk of Betrayal.",
|
| 13 |
-
"Those Committed Goals that are governed by explicit game mechanics allow for actions to affect what information players have about them. This includes letting them be Unknown Goals, opening up for Gain Information goals, and modulating the Risk/Reward of committing to a goal. Committed Goals in the second and third category can be Ephemeral Goals and as such they can appear during gameplay and force players to reconsider the Risk/Reward of plans and strategies of other goals.",
|
| 14 |
-
"Goals that are Committed Goals from the beginning of gameplay cannot be Optional Goals. However, Ephemeral Goals that are made available to players during gameplay can be both Optional Goals and Commited Goals; once a player has accepted this form of goal, the player is then committed, but he is not forced to accept the goal in the first place."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"Committed Goals always have Penalties associated with them. They influence the plan and actions of players and, as such, can be used to make players reach Closure Points and thereby develop the Narrative Structure. If players have information about other players' Committed Goals, this increases the Predictability of the game as well as opens up for Uncommitted Alliances to enable ganging up. Committed Goals that are also Unknown Goals for players naturally create Gain Information independently of if those Gain Information goals are explicitly supported in the game."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Penalties",
|
| 22 |
"Betrayal",
|
|
@@ -50,89 +48,76 @@
|
|
| 50 |
"label": "12. Game Design Patterns for Goal Structures",
|
| 51 |
"pattern_links": [
|
| 52 |
{
|
| 53 |
-
"name": "
|
| 54 |
-
"file": "GainInformation"
|
| 55 |
-
},
|
| 56 |
-
{
|
| 57 |
-
"name": "Betrayal",
|
| 58 |
-
"file": "Betrayal"
|
| 59 |
-
},
|
| 60 |
-
{
|
| 61 |
-
"name": "Committed Goal",
|
| 62 |
"file": "CommittedGoals"
|
| 63 |
},
|
| 64 |
-
{
|
| 65 |
-
"name": "Risk/Reward",
|
| 66 |
-
"file": "RiskReward"
|
| 67 |
-
},
|
| 68 |
{
|
| 69 |
"name": "Negotiation",
|
| 70 |
"file": "Negotiation"
|
| 71 |
},
|
| 72 |
{
|
| 73 |
-
"name": "
|
| 74 |
-
"file": "
|
| 75 |
-
},
|
| 76 |
-
{
|
| 77 |
-
"name": "Uncommitted Alliances",
|
| 78 |
-
"file": "UncommittedAlliances"
|
| 79 |
-
},
|
| 80 |
-
{
|
| 81 |
-
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 82 |
-
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
-
"name": "
|
| 86 |
-
"file": "
|
| 87 |
},
|
| 88 |
{
|
| 89 |
-
"name": "
|
| 90 |
-
"file": "
|
| 91 |
},
|
| 92 |
{
|
| 93 |
"name": "Collaborative Actions",
|
| 94 |
"file": "CollaborativeActions"
|
| 95 |
},
|
| 96 |
{
|
| 97 |
-
"name": "
|
| 98 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 99 |
},
|
| 100 |
{
|
| 101 |
"name": "Ephemeral Goals",
|
| 102 |
"file": "EphemeralGoals"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
-
"name": "
|
| 106 |
-
"file": "
|
| 107 |
},
|
| 108 |
{
|
| 109 |
-
"name": "
|
| 110 |
-
"file": "
|
| 111 |
},
|
| 112 |
{
|
| 113 |
-
"name": "
|
| 114 |
-
"file": "
|
| 115 |
},
|
| 116 |
{
|
| 117 |
-
"name": "
|
| 118 |
-
"file": "
|
| 119 |
},
|
| 120 |
{
|
| 121 |
"name": "Extra-Game Consequences",
|
| 122 |
"file": "Extra-GameConsequences"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
-
"name": "
|
| 126 |
-
"file": "
|
| 127 |
-
},
|
| 128 |
-
{
|
| 129 |
-
"name": "Investments",
|
| 130 |
-
"file": "Investments"
|
| 131 |
},
|
| 132 |
{
|
| 133 |
-
"name": "
|
| 134 |
-
"file": "
|
| 135 |
}
|
| 136 |
],
|
| 137 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 138 |
}
|
|
|
|
| 2 |
"pattern_name": "Committed Goals",
|
| 3 |
"description": "Goals that players have entered a form of contract to try and fulfill.",
|
| 4 |
"content": [
|
| 5 |
+
"Although most games have many goals in them, players do not have to accept or strive to complete all of them. However, those goals that players have chosen to strive towards and will result in some form of penalty if not completed are committed. The commitment to a goal may, depending on the goal, be present from the beginning of the game or come later during play."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"One can separate [[Committed Goals]] into three different categories, and making a goal a [[Committed Goal]] requires the game designer to choose which category the goal should belong to. The first category consists of the goals that define the winning condition of the game, or subgoals that are required to solve the main goal of the game. The commitment toward completing the goal is the same as the commitment to try and win the game; if a player is performing legal actions in the game but not committed to such a goal, one can argue that the player is not actually playing the game.",
|
| 9 |
+
"The second category of [[Committed Goals]] includes the first category and consists of those goals that have explicit [[Penalties]] within the game if they are not completed. Designing a goal so that it is in this category lets players judge [[Risk/Reward]] situations and make [[Tradeoffs]] between striving to gain the [[Rewards]] but possibly receiving [[Penalties]] from other [[Committed Goals]] or vice versa. A simple way of implementing this category of goals is to require [[Investments]], which lets players choose their level of commitment and ties the penalty of not completing the goal (in the sense of misused [[Resources]]) and the closeness to a closure to the commitment. Formalized [[Collaborative Actions]], possibly with [[Player-Decided Distribution of Rewards & Penalties]], can be examples of the second category, as can maintaining [[Area Control]].",
|
| 10 |
+
"The third category of [[Committed Goals]] are those that are not implicitly encoded into the game system, either being those that a player has chosen individually or those decided by players in [[Uncommitted Alliances]], often regarding [[Collaborative Actions]] that are not formalized by the game system. The last category has the least commitment from a structural perspective but can be more important than other [[Committed Goals]] due to [[Negotiation]], [[Extra-Game Consequences]], and the risk of [[Betrayal]].",
|
| 11 |
+
"Those [[Committed Goals]] that are governed by explicit game mechanics allow for actions to affect what information players have about them. This includes letting them be [[Unknown Goals]], opening up for [[Gain Information]] goals, and modulating the [[Risk/Reward]] of committing to a goal. [[Committed Goals]] in the second and third category can be [[Ephemeral Goals]] and as such they can appear during gameplay and force players to reconsider the [[Risk/Reward]] of plans and strategies of other goals.",
|
| 12 |
+
"Goals that are [[Committed Goals]] from the beginning of gameplay cannot be [[Optional Goals]]. However, [[Ephemeral Goals]] that are made available to players during gameplay can be both [[Optional Goals]] and Commited Goals; once a player has accepted this form of goal, the player is then committed, but he is not forced to accept the goal in the first place."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"[[Committed Goals]] always have [[Penalties]] associated with them. They influence the plan and actions of players and, as such, can be used to make players reach [[Closure Points]] and thereby develop the [[Narrative Structure]]. If players have information about other players' [[Committed Goals]], this increases the Predictability of the game as well as opens up for [[Uncommitted Alliances]] to enable ganging up. [[Committed Goals]] that are also [[Unknown Goals]] for players naturally create [[Gain Information]] independently of if those [[Gain Information]] goals are explicitly supported in the game."
|
| 16 |
],
|
| 17 |
+
"relations": {
|
| 18 |
"Instantiates": [
|
| 19 |
"Penalties",
|
| 20 |
"Betrayal",
|
|
|
|
| 48 |
"label": "12. Game Design Patterns for Goal Structures",
|
| 49 |
"pattern_links": [
|
| 50 |
{
|
| 51 |
+
"name": "Committed Goals",
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 52 |
"file": "CommittedGoals"
|
| 53 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 54 |
{
|
| 55 |
"name": "Negotiation",
|
| 56 |
"file": "Negotiation"
|
| 57 |
},
|
| 58 |
{
|
| 59 |
+
"name": "Investments",
|
| 60 |
+
"file": "Investments"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 61 |
},
|
| 62 |
{
|
| 63 |
+
"name": "Risk/Reward",
|
| 64 |
+
"file": "RiskReward"
|
| 65 |
},
|
| 66 |
{
|
| 67 |
+
"name": "Gain Information",
|
| 68 |
+
"file": "GainInformation"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
"name": "Collaborative Actions",
|
| 72 |
"file": "CollaborativeActions"
|
| 73 |
},
|
| 74 |
{
|
| 75 |
+
"name": "Tradeoffs",
|
| 76 |
+
"file": "Tradeoffs"
|
| 77 |
+
},
|
| 78 |
+
{
|
| 79 |
+
"name": "Rewards",
|
| 80 |
+
"file": "Rewards"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
"name": "Ephemeral Goals",
|
| 84 |
"file": "EphemeralGoals"
|
| 85 |
},
|
| 86 |
{
|
| 87 |
+
"name": "Betrayal",
|
| 88 |
+
"file": "Betrayal"
|
| 89 |
},
|
| 90 |
{
|
| 91 |
+
"name": "Unknown Goals",
|
| 92 |
+
"file": "UnknownGoals"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
+
"name": "Closure Points",
|
| 96 |
+
"file": "ClosurePoints"
|
| 97 |
},
|
| 98 |
{
|
| 99 |
+
"name": "Area Control",
|
| 100 |
+
"file": "AreaControl"
|
| 101 |
},
|
| 102 |
{
|
| 103 |
"name": "Extra-Game Consequences",
|
| 104 |
"file": "Extra-GameConsequences"
|
| 105 |
},
|
| 106 |
{
|
| 107 |
+
"name": "Penalties",
|
| 108 |
+
"file": "Penalties"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 109 |
},
|
| 110 |
{
|
| 111 |
+
"name": "Player-Decided Distribution of Rewards & Penalties",
|
| 112 |
+
"file": "Player-DecidedDistributionofRewards&Penalties"
|
| 113 |
}
|
| 114 |
],
|
| 115 |
+
"pattern_id": "CommittedGoals",
|
| 116 |
+
"playable_concept": "Not available yet",
|
| 117 |
+
"metadata": {
|
| 118 |
+
"version": "1.2",
|
| 119 |
+
"date_processed": "2025-04-24",
|
| 120 |
+
"source_file": "CommittedGoals.htm",
|
| 121 |
+
"converter_version": "1.2"
|
| 122 |
+
}
|
| 123 |
}
|
CommunicationChannels.json
CHANGED
|
@@ -2,21 +2,19 @@
|
|
| 2 |
"pattern_name": "Communication Channels",
|
| 3 |
"description": "Communication Channels are the medium and the methods players can use to send messages to other players.",
|
| 4 |
"content": [
|
| 5 |
-
"The game itself can be a Communication Channel: players can send \"messages\" to other players by making changes to the game state. This lowest level of communication does not necessarily have interesting social interaction between the players. More interesting situations happen when there is a possibility for verbal and especially non-verbal communication in addition to just sharing the game state."
|
| 6 |
-
"Example: In Pictionary, teams score points when members of the team guess correctly the words that one of the members tries to draw within a time limit. The player doing the drawing is not allowed to use any verbal communication. Drawing and non-verbal signs, such as gestures, are the only allowed methods of communication for that player. The players trying to guess the word are, of course, allowed to use verbal communication.",
|
| 7 |
-
"Example: Current MMORPGs usually provide many different kinds of Communication Channels for the players, from chat channels to predefined gestures for the players' Avatars. Players can, of course, use Communication Channels, such as IRC and even telephones, which are not part of the game system itself."
|
| 8 |
],
|
| 9 |
-
"
|
| 10 |
"For the sake of this brief discussion, the communication methods and channels and social situations are classified in terms of three rather crude and slightly interdependent dichotomies: face to face versus mediated, synchronous versus asynchronous, and verbal versus non-verbal. All these also use a simple model of communication based on the sender sending a message through a channel to the (potential) receiver.",
|
| 11 |
-
"Face-to-face situations occur when players share the same physical location. This is the case for almost all traditional and more current games from Hide & Seek to Chess to Pictionary. In face-to-face situations, players use natural non-verbal cues, such as gestures and facial expressions---in many cases unconsciously---as Indirect Information to determine the current situation. Poker is perhaps the best example of a game where these natural social cues present only in face-to-face situations have an extremely strong impact on the game play experience. Mediated communication is the opposite: the players are not (necessarily) sharing the same physical location, and the communication between the players is mediated by, for example, semaphores, telephone lines, or computer networks, which all can be considered part of a Dedicated Game Facilitator.",
|
| 12 |
"The communication between players can be either synchronous or asynchronous. In synchronous communication players share the situation as there is no significant delay in communication, and the situation usually requires attention from all the participants. Asynchronous communication can have time delays of hours, days, or in extreme cases, millennia between sending the message and receiving it. Asynchronous communication always has to be mediated, in contrast to face-to-face communication where there cannot be time delays between sending and receiving the message. It is possible, however, to devise a situation where there is an enforced time delay in respondingto the message in face-to-face situations using, for example, one-directional mirrors, but this area might remain marginal in commercial games.",
|
| 13 |
-
"Verbal communication is based on using a shared language for messages. The simplest case, of course, is physically talking to other players. Forms of non-verbal communication range from gestures and facial expressions in face-to-face situations to visual messages such as drawings, diagrams, and animations. As the Pictionary example demonstrated, it is possible to base a whole game on requiring players to communicate by using Asymmetric Abilities. Game systems, as Dedicated Game Facilitators, often provide and control the Communication Channels available to the players as in most current MMORPGs. In these cases, the game system can even manipulate the characteristics of the Communication Channels to cause, for example, even more Uncertainty of Information by garbling the messages. The nature of Communication Channels used in Real-Time Games and Synchronous Games depends on the pace of the game time."
|
| 14 |
],
|
| 15 |
-
"
|
| 16 |
-
"Existence and use of Communication Channels is a prerequisite for any Social Interaction between players and can heavily influence how Social Organizations emerge or are maintained. As Indirect Information requires that information is first translated and then transmitted to players, it also naturally requires that there are Communication Channels available to transmit the information. Communication Channels can also cause Uncertainty of Information for the receiver, if they have disturbances (called noise in technical contexts) or if the sender can intentionally send false messages. However, Communication Channels can also be used to ensure that players only get Direct Information about the game state, without any chance of information being hidden or changed.",
|
| 17 |
-
"Many cases of Public Information also require that the game state is compressed and translated and then broadcast or otherwise transmitted to the Spectators. Free use of Communication Channels can also cause social problems within the game in situations where communication is mediated. In order to alleviate this problem, many games that provide chat systems allow players to ban, mute, or otherwise ignore players who use the Communication Channels inappropriately."
|
| 18 |
],
|
| 19 |
-
"
|
| 20 |
"Instantiates": [
|
| 21 |
"Direct Information",
|
| 22 |
"Indirect Information",
|
|
@@ -44,69 +42,60 @@
|
|
| 44 |
"label": "7. Game Design Patterns for Information, Communication, and Presentation",
|
| 45 |
"pattern_links": [
|
| 46 |
{
|
| 47 |
-
"name": "
|
| 48 |
-
"file": "
|
| 49 |
-
},
|
| 50 |
-
{
|
| 51 |
-
"name": "Communication Channels",
|
| 52 |
-
"file": "CommunicationChannels"
|
| 53 |
},
|
| 54 |
{
|
| 55 |
-
"name": "
|
| 56 |
-
"file": "
|
| 57 |
},
|
| 58 |
{
|
| 59 |
-
"name": "
|
| 60 |
-
"file": "
|
| 61 |
},
|
| 62 |
{
|
| 63 |
-
"name": "
|
| 64 |
-
"file": "
|
| 65 |
},
|
| 66 |
{
|
| 67 |
"name": "Indirect Information",
|
| 68 |
"file": "IndirectInformation"
|
| 69 |
},
|
| 70 |
{
|
| 71 |
-
"name": "
|
| 72 |
-
"file": "
|
| 73 |
-
},
|
| 74 |
-
{
|
| 75 |
-
"name": "Avatars",
|
| 76 |
-
"file": "Avatars"
|
| 77 |
-
},
|
| 78 |
-
{
|
| 79 |
-
"name": "Dedicated Game Facilitators",
|
| 80 |
-
"file": "DedicatedGameFacilitators"
|
| 81 |
},
|
| 82 |
{
|
| 83 |
"name": "Real-Time Games",
|
| 84 |
"file": "Real-TimeGames"
|
| 85 |
},
|
| 86 |
-
{
|
| 87 |
-
"name": "Direct Information",
|
| 88 |
-
"file": "DirectInformation"
|
| 89 |
-
},
|
| 90 |
{
|
| 91 |
"name": "Public Information",
|
| 92 |
"file": "PublicInformation"
|
| 93 |
},
|
| 94 |
{
|
| 95 |
-
"name": "
|
| 96 |
-
"file": "
|
| 97 |
},
|
| 98 |
{
|
| 99 |
-
"name": "
|
| 100 |
-
"file": "
|
| 101 |
},
|
| 102 |
{
|
| 103 |
-
"name": "
|
| 104 |
-
"file": "
|
| 105 |
},
|
| 106 |
{
|
| 107 |
-
"name": "
|
| 108 |
-
"file": "
|
| 109 |
}
|
| 110 |
],
|
| 111 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 112 |
}
|
|
|
|
| 2 |
"pattern_name": "Communication Channels",
|
| 3 |
"description": "Communication Channels are the medium and the methods players can use to send messages to other players.",
|
| 4 |
"content": [
|
| 5 |
+
"The game itself can be a [[Communication Channel]]: players can send \"messages\" to other players by making changes to the game state. This lowest level of communication does not necessarily have interesting social interaction between the players. More interesting situations happen when there is a possibility for verbal and especially non-verbal communication in addition to just sharing the game state."
|
|
|
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
"For the sake of this brief discussion, the communication methods and channels and social situations are classified in terms of three rather crude and slightly interdependent dichotomies: face to face versus mediated, synchronous versus asynchronous, and verbal versus non-verbal. All these also use a simple model of communication based on the sender sending a message through a channel to the (potential) receiver.",
|
| 9 |
+
"Face-to-face situations occur when players share the same physical location. This is the case for almost all traditional and more current games from Hide & Seek to Chess to Pictionary. In face-to-face situations, players use natural non-verbal cues, such as gestures and facial expressions---in many cases unconsciously---as [[Indirect Information]] to determine the current situation. Poker is perhaps the best example of a game where these natural social cues present only in face-to-face situations have an extremely strong impact on the game play experience. Mediated communication is the opposite: the players are not (necessarily) sharing the same physical location, and the communication between the players is mediated by, for example, semaphores, telephone lines, or computer networks, which all can be considered part of a [[Dedicated Game Facilitator]].",
|
| 10 |
"The communication between players can be either synchronous or asynchronous. In synchronous communication players share the situation as there is no significant delay in communication, and the situation usually requires attention from all the participants. Asynchronous communication can have time delays of hours, days, or in extreme cases, millennia between sending the message and receiving it. Asynchronous communication always has to be mediated, in contrast to face-to-face communication where there cannot be time delays between sending and receiving the message. It is possible, however, to devise a situation where there is an enforced time delay in respondingto the message in face-to-face situations using, for example, one-directional mirrors, but this area might remain marginal in commercial games.",
|
| 11 |
+
"Verbal communication is based on using a shared language for messages. The simplest case, of course, is physically talking to other players. Forms of non-verbal communication range from gestures and facial expressions in face-to-face situations to visual messages such as drawings, diagrams, and animations. As the Pictionary example demonstrated, it is possible to base a whole game on requiring players to communicate by using [[Asymmetric Abilities]]. Game systems, as [[Dedicated Game Facilitators]], often provide and control the [[Communication Channels]] available to the players as in most current MMORPGs. In these cases, the game system can even manipulate the characteristics of the [[Communication Channels]] to cause, for example, even more [[Uncertainty of Information]] by garbling the messages. The nature of [[Communication Channels]] used in [[Real-Time Games]] and [[Synchronous Games]] depends on the pace of the game time."
|
| 12 |
],
|
| 13 |
+
"consequences": [
|
| 14 |
+
"Existence and use of [[Communication Channels]] is a prerequisite for any [[Social Interaction]] between players and can heavily influence how [[Social Organizations]] emerge or are maintained. As [[Indirect Information]] requires that information is first translated and then transmitted to players, it also naturally requires that there are [[Communication Channels]] available to transmit the information. [[Communication Channels]] can also cause [[Uncertainty of Information]] for the receiver, if they have disturbances (called noise in technical contexts) or if the sender can intentionally send false messages. However, [[Communication Channels]] can also be used to ensure that players only get [[Direct Information]] about the game state, without any chance of information being hidden or changed.",
|
| 15 |
+
"Many cases of [[Public Information]] also require that the game state is compressed and translated and then broadcast or otherwise transmitted to the [[Spectators]]. Free use of [[Communication Channels]] can also cause social problems within the game in situations where communication is mediated. In order to alleviate this problem, many games that provide chat systems allow players to ban, mute, or otherwise ignore players who use the [[Communication Channels]] inappropriately."
|
| 16 |
],
|
| 17 |
+
"relations": {
|
| 18 |
"Instantiates": [
|
| 19 |
"Direct Information",
|
| 20 |
"Indirect Information",
|
|
|
|
| 42 |
"label": "7. Game Design Patterns for Information, Communication, and Presentation",
|
| 43 |
"pattern_links": [
|
| 44 |
{
|
| 45 |
+
"name": "Asynchronous Games",
|
| 46 |
+
"file": "AsynchronousGames"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 47 |
},
|
| 48 |
{
|
| 49 |
+
"name": "Synchronous Games",
|
| 50 |
+
"file": "SynchronousGames"
|
| 51 |
},
|
| 52 |
{
|
| 53 |
+
"name": "Communication Channels",
|
| 54 |
+
"file": "CommunicationChannels"
|
| 55 |
},
|
| 56 |
{
|
| 57 |
+
"name": "Avatars",
|
| 58 |
+
"file": "Avatars"
|
| 59 |
},
|
| 60 |
{
|
| 61 |
"name": "Indirect Information",
|
| 62 |
"file": "IndirectInformation"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
+
"name": "Uncertainty of Information",
|
| 66 |
+
"file": "UncertaintyofInformation"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 67 |
},
|
| 68 |
{
|
| 69 |
"name": "Real-Time Games",
|
| 70 |
"file": "Real-TimeGames"
|
| 71 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 72 |
{
|
| 73 |
"name": "Public Information",
|
| 74 |
"file": "PublicInformation"
|
| 75 |
},
|
| 76 |
{
|
| 77 |
+
"name": "Asymmetric Abilities",
|
| 78 |
+
"file": "AsymmetricAbilities"
|
| 79 |
},
|
| 80 |
{
|
| 81 |
+
"name": "Social Organizations",
|
| 82 |
+
"file": "SocialOrganizations"
|
| 83 |
},
|
| 84 |
{
|
| 85 |
+
"name": "Dedicated Game Facilitators",
|
| 86 |
+
"file": "DedicatedGameFacilitators"
|
| 87 |
},
|
| 88 |
{
|
| 89 |
+
"name": "Direct Information",
|
| 90 |
+
"file": "DirectInformation"
|
| 91 |
}
|
| 92 |
],
|
| 93 |
+
"pattern_id": "CommunicationChannels",
|
| 94 |
+
"playable_concept": "Not available yet",
|
| 95 |
+
"metadata": {
|
| 96 |
+
"version": "1.2",
|
| 97 |
+
"date_processed": "2025-04-24",
|
| 98 |
+
"source_file": "CommunicationChannels.htm",
|
| 99 |
+
"converter_version": "1.2"
|
| 100 |
+
}
|
| 101 |
}
|
CompetenceAreas.json
CHANGED
|
@@ -2,18 +2,17 @@
|
|
| 2 |
"pattern_name": "Competence Areas",
|
| 3 |
"description": "Players have or can develop an area of specialty within a game.",
|
| 4 |
"content": [
|
| 5 |
-
"Games where player cooperate with each other or even with the game system often require different types of skills. When players can train on one particular set of skill this allows them to become specialists with their own Competence Areas."
|
| 6 |
-
"Example: class-based multiplayer first-person shooters such as Team Fortress Classic or Return to Castle Wolfenstein: Enemy Territory allows players to play one class and develop their expertise as a member of that class."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"Competence Areas require a Multiplayer Game that supports Team Play and Cooperation. Giving players areas of expertise from the beginning of gameplay can be done by Privileged Abilities while Competence Areas can arise from New Abilities or Improved Abilities during gameplay, often implemented as improved or new Skills of Characters. Competence Areas can emerge from open-ended actions such as Construction when they provide Creative Control but is difficult to guarantee by a game design.",
|
| 10 |
-
"When players can affect what abilities they receive during gameplay this allows for Planned Character Development and Team Development, although it might have a negative effect on Team Balance. This allows players to have Varied Gameplay by developing different Competence Areas in different game instances, and can allow Team Balance as players can react to strength of other teams and develop Competence Areas to counter these strengths."
|
| 11 |
],
|
| 12 |
-
"
|
| 13 |
-
"Competence Areas gives games Orthogonal Unit Differentiation and can provide players with Empowerment as well as Social Statuses within Social Organizations. Competence Areas are likely to give rise to Dynamic Alliances in Multiplayer Games unless players are already part of teams. The possibility of Ability Losses in games also makes the loss of Competence Areas possible.",
|
| 14 |
-
"Polyathlons requires players to specialize in a small number of Competence Areas, or be above average in all Competence Areas."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
"Instantiates": [
|
| 18 |
"Social Statuses",
|
| 19 |
"Game Mastery"
|
|
@@ -54,101 +53,100 @@
|
|
| 54 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 55 |
"pattern_links": [
|
| 56 |
{
|
| 57 |
-
"name": "
|
| 58 |
-
"file": "
|
| 59 |
-
},
|
| 60 |
-
{
|
| 61 |
-
"name": "Social Statuses",
|
| 62 |
-
"file": "SocialStatuses"
|
| 63 |
},
|
| 64 |
{
|
| 65 |
-
"name": "
|
| 66 |
-
"file": "
|
| 67 |
},
|
| 68 |
{
|
| 69 |
-
"name": "
|
| 70 |
-
"file": "
|
| 71 |
},
|
| 72 |
{
|
| 73 |
-
"name": "
|
| 74 |
-
"file": "
|
| 75 |
},
|
| 76 |
{
|
| 77 |
-
"name": "
|
| 78 |
-
"file": "
|
| 79 |
},
|
| 80 |
{
|
| 81 |
-
"name": "
|
| 82 |
-
"file": "
|
| 83 |
},
|
| 84 |
{
|
| 85 |
-
"name": "
|
| 86 |
-
"file": "
|
| 87 |
},
|
| 88 |
{
|
| 89 |
-
"name": "
|
| 90 |
-
"file": "
|
| 91 |
},
|
| 92 |
{
|
| 93 |
-
"name": "
|
| 94 |
-
"file": "
|
| 95 |
},
|
| 96 |
{
|
| 97 |
-
"name": "
|
| 98 |
-
"file": "
|
| 99 |
},
|
| 100 |
{
|
| 101 |
"name": "Cooperation",
|
| 102 |
"file": "Cooperation"
|
| 103 |
},
|
| 104 |
{
|
| 105 |
-
"name": "
|
| 106 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 107 |
},
|
| 108 |
{
|
| 109 |
"name": "Dynamic Alliances",
|
| 110 |
"file": "DynamicAlliances"
|
| 111 |
},
|
| 112 |
{
|
| 113 |
-
"name": "
|
| 114 |
-
"file": "
|
| 115 |
},
|
| 116 |
{
|
| 117 |
-
"name": "
|
| 118 |
-
"file": "
|
| 119 |
},
|
| 120 |
{
|
| 121 |
"name": "Team Play",
|
| 122 |
"file": "TeamPlay"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
-
"name": "
|
| 126 |
-
"file": "
|
| 127 |
-
},
|
| 128 |
-
{
|
| 129 |
-
"name": "Construction",
|
| 130 |
-
"file": "Construction"
|
| 131 |
-
},
|
| 132 |
-
{
|
| 133 |
-
"name": "Social Organizations",
|
| 134 |
-
"file": "SocialOrganizations"
|
| 135 |
},
|
| 136 |
{
|
| 137 |
-
"name": "
|
| 138 |
-
"file": "
|
| 139 |
},
|
| 140 |
{
|
| 141 |
-
"name": "
|
| 142 |
-
"file": "
|
| 143 |
},
|
| 144 |
{
|
| 145 |
-
"name": "
|
| 146 |
-
"file": "
|
| 147 |
},
|
| 148 |
{
|
| 149 |
-
"name": "
|
| 150 |
-
"file": "
|
| 151 |
}
|
| 152 |
],
|
| 153 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 154 |
}
|
|
|
|
| 2 |
"pattern_name": "Competence Areas",
|
| 3 |
"description": "Players have or can develop an area of specialty within a game.",
|
| 4 |
"content": [
|
| 5 |
+
"Games where player cooperate with each other or even with the game system often require different types of skills. When players can train on one particular set of skill this allows them to become specialists with their own [[Competence Areas]]."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"[[Competence Areas]] require a [[Multiplayer Game]] that supports [[Team Play]] and [[Cooperation]]. Giving players areas of expertise from the beginning of gameplay can be done by [[Privileged Abilities]] while [[Competence Areas]] can arise from [[New Abilities]] or [[Improved Abilities]] during gameplay, often implemented as improved or new [[Skills]] of [[Characters]]. [[Competence Areas]] can emerge from open-ended actions such as [[Construction]] when they provide [[Creative Control]] but is difficult to guarantee by a game design.",
|
| 9 |
+
"When players can affect what abilities they receive during gameplay this allows for [[Planned Character Development]] and [[Team Development]], although it might have a negative effect on [[Team Balance]]. This allows players to have [[Varied Gameplay]] by developing different [[Competence Areas]] in different game instances, and can allow [[Team Balance]] as players can react to strength of other teams and develop [[Competence Areas]] to counter these strengths."
|
| 10 |
],
|
| 11 |
+
"consequences": [
|
| 12 |
+
"[[Competence Areas]] gives games [[Orthogonal Unit Differentiation]] and can provide players with [[Empowerment]] as well as [[Social Statuses]] within [[Social Organizations]]. [[Competence Areas]] are likely to give rise to [[Dynamic Alliances]] in [[Multiplayer Games]] unless players are already part of teams. The possibility of [[Ability Losses]] in games also makes the loss of [[Competence Areas]] possible.",
|
| 13 |
+
"[[Polyathlons]] requires players to specialize in a small number of [[Competence Areas]], or be above average in all [[Competence Areas]]."
|
| 14 |
],
|
| 15 |
+
"relations": {
|
| 16 |
"Instantiates": [
|
| 17 |
"Social Statuses",
|
| 18 |
"Game Mastery"
|
|
|
|
| 53 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 54 |
"pattern_links": [
|
| 55 |
{
|
| 56 |
+
"name": "Creative Control",
|
| 57 |
+
"file": "CreativeControl"
|
|
|
|
|
|
|
|
|
|
|
|
|
| 58 |
},
|
| 59 |
{
|
| 60 |
+
"name": "Characters",
|
| 61 |
+
"file": "Characters"
|
| 62 |
},
|
| 63 |
{
|
| 64 |
+
"name": "Polyathlons",
|
| 65 |
+
"file": "Polyathlons"
|
| 66 |
},
|
| 67 |
{
|
| 68 |
+
"name": "Team Balance",
|
| 69 |
+
"file": "TeamBalance"
|
| 70 |
},
|
| 71 |
{
|
| 72 |
+
"name": "Social Organizations",
|
| 73 |
+
"file": "SocialOrganizations"
|
| 74 |
},
|
| 75 |
{
|
| 76 |
+
"name": "Varied Gameplay",
|
| 77 |
+
"file": "VariedGameplay"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
+
"name": "Privileged Abilities",
|
| 81 |
+
"file": "PrivilegedAbilities"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
+
"name": "Construction",
|
| 85 |
+
"file": "Construction"
|
| 86 |
},
|
| 87 |
{
|
| 88 |
+
"name": "Skills",
|
| 89 |
+
"file": "Skills"
|
| 90 |
},
|
| 91 |
{
|
| 92 |
+
"name": "Game Mastery",
|
| 93 |
+
"file": "GameMastery"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
"name": "Cooperation",
|
| 97 |
"file": "Cooperation"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
+
"name": "Empowerment",
|
| 101 |
+
"file": "Empowerment"
|
| 102 |
+
},
|
| 103 |
+
{
|
| 104 |
+
"name": "Improved Abilities",
|
| 105 |
+
"file": "ImprovedAbilities"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
"name": "Dynamic Alliances",
|
| 109 |
"file": "DynamicAlliances"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Orthogonal Unit Differentiation",
|
| 113 |
+
"file": "OrthogonalUnitDifferentiation"
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Team Development",
|
| 117 |
+
"file": "TeamDevelopment"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
"name": "Team Play",
|
| 121 |
"file": "TeamPlay"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
+
"name": "New Abilities",
|
| 125 |
+
"file": "NewAbilities"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "Social Statuses",
|
| 129 |
+
"file": "SocialStatuses"
|
| 130 |
},
|
| 131 |
{
|
| 132 |
+
"name": "Planned Character Development",
|
| 133 |
+
"file": "PlannedCharacterDevelopment"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
+
"name": "Multiplayer Games",
|
| 137 |
+
"file": "MultiplayerGames"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
+
"name": "Ability Losses",
|
| 141 |
+
"file": "AbilityLosses"
|
| 142 |
}
|
| 143 |
],
|
| 144 |
+
"pattern_id": "CompetenceAreas",
|
| 145 |
+
"playable_concept": "Not available yet",
|
| 146 |
+
"metadata": {
|
| 147 |
+
"version": "1.2",
|
| 148 |
+
"date_processed": "2025-04-24",
|
| 149 |
+
"source_file": "CompetenceAreas.htm",
|
| 150 |
+
"converter_version": "1.2"
|
| 151 |
+
}
|
| 152 |
}
|
Competition.json
CHANGED
|
@@ -2,22 +2,21 @@
|
|
| 2 |
"pattern_name": "Competition",
|
| 3 |
"description": "Competition is the struggle between players or against the game system to achieve a certain goal where the performance of the players can be measured at least relatively.",
|
| 4 |
"content": [
|
| 5 |
-
"Competition can take many forms, with the primary dichotomy being between having to actively engage against other players to win, direct Competition, or being able to win without interacting directly with other players, indirect Competition. The first case is the most common and is usually aggressive and destructive (e. g., Chess) but is also often perceived as the most emotionally engaging. The second can more easily allow for slow-paced games and constructive gameplay. It also puts more emphasis on competing against oneself."
|
| 6 |
-
"Example: Many games based on race have indirect Competition between the players to reach a certain position in the game as fast as possible. The performance of the players is measured by timing each player's race."
|
| 7 |
],
|
| 8 |
-
"
|
| 9 |
-
"The easiest form of Competition is Conflict with Enemies, but any situation where players have Incompatible Goals, Excluding Goals (possibly through Tiebreakers), or Rewards (especially Individual Rewards), can cause Competition. Two forms of Competition that require Conflict are Overcome and King of the Hill. Examples of Competition without Conflict are all forms of Races without Interferable Goals or Last Man Standing goals where the players are not the cause of each others' demise. In these types of Competitions, the players are not each others Enemies, but the game may provide other Enemies through Agents.",
|
| 10 |
-
"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.",
|
| 11 |
-
"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.",
|
| 12 |
-
"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.",
|
| 13 |
-
"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.",
|
| 14 |
-
"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."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"Having Competition in a game gives a sense of purpose to playing the game and often creates Tension during gameplay. If players have chosen to play a competitive game, they have chosen to test their abilities against other players, a computer, or a puzzle. Competition can also motivate Social Interaction in general, but especially in games where there are dynamics of Competition and Cooperation between the players, as is the case in Social Dilemmas and rivalries in Social Organizations.",
|
| 18 |
-
"As Competition makes players want to use their Resources and abilities as efficiently as possible, the presence of Competition discourages Experimenting."
|
| 19 |
],
|
| 20 |
-
"
|
| 21 |
"Instantiates": [
|
| 22 |
"Social Statuses",
|
| 23 |
"Conflict",
|
|
@@ -70,177 +69,148 @@
|
|
| 70 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 71 |
"pattern_links": [
|
| 72 |
{
|
| 73 |
-
"name": "
|
| 74 |
-
"file": "
|
| 75 |
},
|
| 76 |
{
|
| 77 |
-
"name": "
|
| 78 |
-
"file": "
|
| 79 |
},
|
| 80 |
{
|
| 81 |
-
"name": "
|
| 82 |
-
"file": "
|
| 83 |
},
|
| 84 |
{
|
| 85 |
"name": "Trading",
|
| 86 |
"file": "Trading"
|
| 87 |
},
|
| 88 |
-
{
|
| 89 |
-
"name": "Red Queen Dilemmas",
|
| 90 |
-
"file": "RedQueenDilemmas"
|
| 91 |
-
},
|
| 92 |
-
{
|
| 93 |
-
"name": "King of the Hill",
|
| 94 |
-
"file": "KingoftheHill"
|
| 95 |
-
},
|
| 96 |
-
{
|
| 97 |
-
"name": "Ability Losses",
|
| 98 |
-
"file": "AbilityLosses"
|
| 99 |
-
},
|
| 100 |
{
|
| 101 |
"name": "Alliances",
|
| 102 |
"file": "Alliances"
|
| 103 |
},
|
| 104 |
-
{
|
| 105 |
-
"name": "Ghosts",
|
| 106 |
-
"file": "Ghosts"
|
| 107 |
-
},
|
| 108 |
-
{
|
| 109 |
-
"name": "Experimenting",
|
| 110 |
-
"file": "Experimenting"
|
| 111 |
-
},
|
| 112 |
-
{
|
| 113 |
-
"name": "Social Statuses",
|
| 114 |
-
"file": "SocialStatuses"
|
| 115 |
-
},
|
| 116 |
-
{
|
| 117 |
-
"name": "Shared Resources",
|
| 118 |
-
"file": "SharedResources"
|
| 119 |
-
},
|
| 120 |
{
|
| 121 |
"name": "Incompatible Goals",
|
| 122 |
"file": "IncompatibleGoals"
|
| 123 |
},
|
| 124 |
{
|
| 125 |
-
"name": "
|
| 126 |
-
"file": "
|
| 127 |
},
|
| 128 |
{
|
| 129 |
-
"name": "
|
| 130 |
-
"file": "
|
| 131 |
},
|
| 132 |
{
|
| 133 |
-
"name": "
|
| 134 |
-
"file": "
|
| 135 |
},
|
| 136 |
{
|
| 137 |
"name": "Agents",
|
| 138 |
"file": "Agents"
|
| 139 |
},
|
| 140 |
{
|
| 141 |
-
"name": "
|
| 142 |
-
"file": "
|
| 143 |
-
},
|
| 144 |
-
{
|
| 145 |
-
"name": "Social Dilemmas",
|
| 146 |
-
"file": "SocialDilemmas"
|
| 147 |
-
},
|
| 148 |
-
{
|
| 149 |
-
"name": "Improved Abilities",
|
| 150 |
-
"file": "ImprovedAbilities"
|
| 151 |
-
},
|
| 152 |
-
{
|
| 153 |
-
"name": "Unknown Goals",
|
| 154 |
-
"file": "UnknownGoals"
|
| 155 |
},
|
| 156 |
{
|
| 157 |
-
"name": "
|
| 158 |
-
"file": "
|
| 159 |
},
|
| 160 |
{
|
| 161 |
"name": "Cooperation",
|
| 162 |
"file": "Cooperation"
|
| 163 |
},
|
| 164 |
{
|
| 165 |
-
"name": "
|
| 166 |
-
"file": "
|
| 167 |
},
|
| 168 |
{
|
| 169 |
-
"name": "
|
| 170 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 171 |
},
|
| 172 |
{
|
| 173 |
"name": "Bidding",
|
| 174 |
"file": "Bidding"
|
| 175 |
},
|
| 176 |
{
|
| 177 |
-
"name": "
|
| 178 |
-
"file": "
|
| 179 |
},
|
| 180 |
{
|
| 181 |
"name": "Dynamic Alliances",
|
| 182 |
"file": "DynamicAlliances"
|
| 183 |
},
|
| 184 |
{
|
| 185 |
-
"name": "
|
| 186 |
-
"file": "
|
| 187 |
-
},
|
| 188 |
-
{
|
| 189 |
-
"name": "Competition",
|
| 190 |
-
"file": "Competition"
|
| 191 |
-
},
|
| 192 |
-
{
|
| 193 |
-
"name": "Competitions",
|
| 194 |
-
"file": "Competition"
|
| 195 |
-
},
|
| 196 |
-
{
|
| 197 |
-
"name": "Unknown Goals,",
|
| 198 |
-
"file": "UnknownGoals"
|
| 199 |
},
|
| 200 |
{
|
| 201 |
-
"name": "
|
| 202 |
-
"file": "
|
| 203 |
},
|
| 204 |
{
|
| 205 |
-
"name": "
|
| 206 |
-
"file": "
|
| 207 |
},
|
| 208 |
{
|
| 209 |
"name": "Asymmetric Goals",
|
| 210 |
"file": "AsymmetricGoals"
|
| 211 |
},
|
| 212 |
{
|
| 213 |
-
"name": "
|
| 214 |
-
"file": "
|
| 215 |
},
|
| 216 |
{
|
| 217 |
-
"name": "
|
| 218 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
| 219 |
},
|
| 220 |
{
|
| 221 |
"name": "Excluding Goals",
|
| 222 |
"file": "ExcludingGoals"
|
| 223 |
},
|
| 224 |
{
|
| 225 |
-
"name": "
|
| 226 |
-
"file": "
|
| 227 |
},
|
| 228 |
{
|
| 229 |
-
"name": "
|
| 230 |
-
"file": "
|
| 231 |
},
|
| 232 |
{
|
| 233 |
"name": "Rewards",
|
| 234 |
"file": "Rewards"
|
| 235 |
},
|
| 236 |
{
|
| 237 |
-
"name": "Social
|
| 238 |
-
"file": "
|
| 239 |
},
|
| 240 |
{
|
| 241 |
-
"name": "
|
| 242 |
-
"file": "
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 243 |
}
|
| 244 |
],
|
| 245 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 246 |
}
|
|
|
|
| 2 |
"pattern_name": "Competition",
|
| 3 |
"description": "Competition is the struggle between players or against the game system to achieve a certain goal where the performance of the players can be measured at least relatively.",
|
| 4 |
"content": [
|
| 5 |
+
"[[Competition]] can take many forms, with the primary dichotomy being between having to actively engage against other players to win, direct [[Competition]], or being able to win without interacting directly with other players, indirect [[Competition]]. The first case is the most common and is usually aggressive and destructive (e. g., Chess) but is also often perceived as the most emotionally engaging. The second can more easily allow for slow-paced games and constructive gameplay. It also puts more emphasis on competing against oneself."
|
|
|
|
| 6 |
],
|
| 7 |
+
"using_the_pattern": [
|
| 8 |
+
"The easiest form of [[Competition]] is [[Conflict]] with [[Enemies]], but any situation where players have [[Incompatible Goals]], [[Excluding Goals]] (possibly through [[Tiebreakers]]), or [[Rewards]] (especially [[Individual Rewards]]), can cause [[Competition]]. Two forms of [[Competition]] that require [[Conflict]] are [[Overcome]] and [[King of the Hill]]. Examples of [[Competition]] without [[Conflict]] are all forms of [[Races]] without [[Interferable Goals]] or [[Last Man Standing]] goals where the players are not the cause of each others' demise. In these types of [[Competitions]], the players are not each others [[Enemies]], but the game may provide other [[Enemies]] through [[Agents]].",
|
| 9 |
+
"Using [[Mutual Goals]] with [[Shared Rewards]] in subgoalsof the [[Competition]] reduces the level of competition between the players, as the players can have [[Cooperation]] with other players in [[Alliances]]. By encouraging Dynamic [[Alliances]], the dynamics of [[Competition]] and [[Cooperation]] usually increase the level of [[Social Interaction]] between the players.",
|
| 10 |
+
"How the [[Competition]] ends depends on what criteria the different competitors have. [[Symmetric Goals]] allow players to judge more easily their chance of winning and are often used to create [[Player Balance]] between players. [[Asymmetric Goals]] allow different strategies and can create a more varied gameplay and may also promote temporary alliances, although it may be more difficult to balance the game. Further, players may have [[Unknown Goals,]] which allows for techniques of masquerading one's intentions.",
|
| 11 |
+
"If one player is certain to win a [[Competition]], the motivation for other players to continue competing becomes pointless. In the case of subgoals, this can be a temporary setback, which can be offset by winning other [[Competitions]], but if the outcome of the overall game becomes apparent, the motivation for continuing to play the game may become pointless.",
|
| 12 |
+
"The final outcome of [[Competition]] varies as well: the winner may gain [[Rewards]] in the form of [[Resources]], information, [[Improved Abilities]], or [[Social Status]]; the loser may similarly lose [[Resources]], suffer [[Ability Losses]], or be excluded from the game through [[Player Elimination]]. Exclusion from the game near the end of the game is usually not a problem, but early exclusion may be. Specific examples of more complex forms of [[Competition]] for subgoals within games include [[Bidding]] and [[Trading]].",
|
| 13 |
+
"The use of [[Agents]] allows players to compete without having to risk the social consequences of losing a game to other players. On the other hand, this means loss of opportunities to gain [[Social Status]] by winning the game. The use of [[Ghosts]] has similar effects on [[Competition]] but may still give [[Social Status]], as the results between different players can be compared."
|
| 14 |
],
|
| 15 |
+
"consequences": [
|
| 16 |
+
"Having [[Competition]] in a game gives a sense of purpose to playing the game and often creates [[Tension]] during gameplay. If players have chosen to play a competitive game, they have chosen to test their abilities against other players, a computer, or a puzzle. [[Competition]] can also motivate [[Social Interaction]] in general, but especially in games where there are dynamics of [[Competition]] and [[Cooperation]] between the players, as is the case in [[Social Dilemmas]] and rivalries in [[Social Organizations]].",
|
| 17 |
+
"As [[Competition]] makes players want to use their [[Resources]] and abilities as efficiently as possible, the presence of [[Competition]] discourages [[Experimenting]]."
|
| 18 |
],
|
| 19 |
+
"relations": {
|
| 20 |
"Instantiates": [
|
| 21 |
"Social Statuses",
|
| 22 |
"Conflict",
|
|
|
|
| 69 |
"label": "10. Game Design Patterns for Social Interaction",
|
| 70 |
"pattern_links": [
|
| 71 |
{
|
| 72 |
+
"name": "Shared Rewards",
|
| 73 |
+
"file": "SharedRewards"
|
| 74 |
},
|
| 75 |
{
|
| 76 |
+
"name": "Last Man Standing",
|
| 77 |
+
"file": "LastManStanding"
|
| 78 |
},
|
| 79 |
{
|
| 80 |
+
"name": "Social Interaction",
|
| 81 |
+
"file": "SocialInteraction"
|
| 82 |
},
|
| 83 |
{
|
| 84 |
"name": "Trading",
|
| 85 |
"file": "Trading"
|
| 86 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 87 |
{
|
| 88 |
"name": "Alliances",
|
| 89 |
"file": "Alliances"
|
| 90 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 91 |
{
|
| 92 |
"name": "Incompatible Goals",
|
| 93 |
"file": "IncompatibleGoals"
|
| 94 |
},
|
| 95 |
{
|
| 96 |
+
"name": "King of the Hill",
|
| 97 |
+
"file": "KingoftheHill"
|
| 98 |
},
|
| 99 |
{
|
| 100 |
+
"name": "Tiebreakers",
|
| 101 |
+
"file": "Tiebreakers"
|
| 102 |
},
|
| 103 |
{
|
| 104 |
+
"name": "Social Organizations",
|
| 105 |
+
"file": "SocialOrganizations"
|
| 106 |
},
|
| 107 |
{
|
| 108 |
"name": "Agents",
|
| 109 |
"file": "Agents"
|
| 110 |
},
|
| 111 |
{
|
| 112 |
+
"name": "Ghosts",
|
| 113 |
+
"file": "Ghosts"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 114 |
},
|
| 115 |
{
|
| 116 |
+
"name": "Individual Rewards",
|
| 117 |
+
"file": "IndividualRewards"
|
| 118 |
},
|
| 119 |
{
|
| 120 |
"name": "Cooperation",
|
| 121 |
"file": "Cooperation"
|
| 122 |
},
|
| 123 |
{
|
| 124 |
+
"name": "Symmetric Goals",
|
| 125 |
+
"file": "SymmetricGoals"
|
| 126 |
},
|
| 127 |
{
|
| 128 |
+
"name": "Shared Resources",
|
| 129 |
+
"file": "SharedResources"
|
| 130 |
+
},
|
| 131 |
+
{
|
| 132 |
+
"name": "Race",
|
| 133 |
+
"file": "Race"
|
| 134 |
},
|
| 135 |
{
|
| 136 |
"name": "Bidding",
|
| 137 |
"file": "Bidding"
|
| 138 |
},
|
| 139 |
{
|
| 140 |
+
"name": "Tension",
|
| 141 |
+
"file": "Tension"
|
| 142 |
},
|
| 143 |
{
|
| 144 |
"name": "Dynamic Alliances",
|
| 145 |
"file": "DynamicAlliances"
|
| 146 |
},
|
| 147 |
{
|
| 148 |
+
"name": "Overcome",
|
| 149 |
+
"file": "Overcome"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 150 |
},
|
| 151 |
{
|
| 152 |
+
"name": "Mutual Goals",
|
| 153 |
+
"file": "MutualGoals"
|
| 154 |
},
|
| 155 |
{
|
| 156 |
+
"name": "Experimenting",
|
| 157 |
+
"file": "Experimenting"
|
| 158 |
},
|
| 159 |
{
|
| 160 |
"name": "Asymmetric Goals",
|
| 161 |
"file": "AsymmetricGoals"
|
| 162 |
},
|
| 163 |
{
|
| 164 |
+
"name": "Player Balance",
|
| 165 |
+
"file": "PlayerBalance"
|
| 166 |
},
|
| 167 |
{
|
| 168 |
+
"name": "Competition",
|
| 169 |
+
"file": "Competition"
|
| 170 |
+
},
|
| 171 |
+
{
|
| 172 |
+
"name": "Social Statuses",
|
| 173 |
+
"file": "SocialStatuses"
|
| 174 |
},
|
| 175 |
{
|
| 176 |
"name": "Excluding Goals",
|
| 177 |
"file": "ExcludingGoals"
|
| 178 |
},
|
| 179 |
{
|
| 180 |
+
"name": "Collaborative Actions",
|
| 181 |
+
"file": "CollaborativeActions"
|
| 182 |
},
|
| 183 |
{
|
| 184 |
+
"name": "Enemies",
|
| 185 |
+
"file": "Enemies"
|
| 186 |
},
|
| 187 |
{
|
| 188 |
"name": "Rewards",
|
| 189 |
"file": "Rewards"
|
| 190 |
},
|
| 191 |
{
|
| 192 |
+
"name": "Social Dilemmas",
|
| 193 |
+
"file": "SocialDilemmas"
|
| 194 |
},
|
| 195 |
{
|
| 196 |
+
"name": "Unknown Goals",
|
| 197 |
+
"file": "UnknownGoals"
|
| 198 |
+
},
|
| 199 |
+
{
|
| 200 |
+
"name": "Red Queen Dilemmas",
|
| 201 |
+
"file": "RedQueenDilemmas"
|
| 202 |
+
},
|
| 203 |
+
{
|
| 204 |
+
"name": "Conflict",
|
| 205 |
+
"file": "Conflict"
|
| 206 |
}
|
| 207 |
],
|
| 208 |
+
"pattern_id": "Competition",
|
| 209 |
+
"playable_concept": "Not available yet",
|
| 210 |
+
"metadata": {
|
| 211 |
+
"version": "1.2",
|
| 212 |
+
"date_processed": "2025-04-24",
|
| 213 |
+
"source_file": "Competition.htm",
|
| 214 |
+
"converter_version": "1.2"
|
| 215 |
+
}
|
| 216 |
}
|
Conceal.json
CHANGED
|
@@ -2,23 +2,21 @@
|
|
| 2 |
"pattern_name": "Conceal",
|
| 3 |
"description": "Conceal is the goal of trying to hinder other players ability to gain information.",
|
| 4 |
"content": [
|
| 5 |
-
"Having as much information as possible about the game state is usually advantageous, and Conceal is the goal of trying to prevent other players from gaining information about part of the game state.",
|
| 6 |
-
"Conceal is not only about preventing or hindering other players from finding out the location of the goal object; the aim of Conceal may be to keep certain information associated with a game element from the other players.",
|
| 7 |
-
"For example, in some strategy games, the player can use special actions to hide the actual strength of the unit, but not its location or existence. The exact location can also be partially hidden: the Elven cloak in a roleplaying game may hide the wearer in 80\\% of the cases, and cloaking devices in space games may show small bits of intergalactic fighters every now and then."
|
| 8 |
-
"Example: The children's game Hide & Seek is the archetypical example of using Conceal where all children except one try to Conceal their locations.",
|
| 9 |
-
"Example: The game Zendo allows the master to secretly make a rule for how differently colored pyramids should be arranged to have Buddha nature, and the goal of the students is to try and extrapolate the rule from experiments."
|
| 10 |
],
|
| 11 |
-
"
|
| 12 |
-
"The information in Conceal goals can either be provided to the player or set up by the player, by either following rules or arranging game elements. The possibility to choose or create the information to be hidden allows the pattern to promote Replayability and to support Freedom of Choice and Creative Control.",
|
| 13 |
-
"Using the Conceal pattern involves choosing what is hidden, where it can be hidden, and when the action of hiding can be performed. Optionally, the support of producing Red Herrings can be introduced in order to let players generate Asymmetric Information for other players.",
|
| 14 |
-
"A common use of the Conceal pattern is to hide a game element, i. e., its location, but an attribute of a game element can also be hidden. When players have to hide Avatars or Units, this may give those players Limited Sets of Actions as they may only be able to do No-Op actions. Further, it may create Tension or force players to make Risk/Reward choices between using the game elements and giving other players information. As an example, the board game Stratego has the position of all pieces as public information, but a player does not initially know the rank of the other player's pieces. Each turn a player must move a piece, which provides Imperfect Information about which piece it is since many pieces have overlapping movement abilities."
|
| 15 |
],
|
| 16 |
-
"
|
| 17 |
-
"Conceal is a Preventing Goal to Gain Information but can also be an Unknown Goal since other players may not know who has the information. As a Preventing Goal, it is also a Continuous Goal, but as the information hidden may be context dependent, the player with the goal may choose to abandon the goal as a Tradeoff towards completing other goals. An example of this can be to choose to reveal ones position in an ambush when the enemy is sufficiently close to make an attack likely to succeed.",
|
| 18 |
-
"When the failure of Conceal can lead to the loss of Lives, the goal can be seen as a Supporting Goal to Survive.",
|
| 19 |
-
"When the information to be concealed can be concealed by a player through Red Herrings and suboptimal actions, this offers a form of Creative Control to that player. Games with secret tactics naturally have the goal to Conceal these from other players. In these cases, players may have to do Risk/Reward judgments between the benefit of making the most optimal action against the risk of revealing what goals and Resources they own. This presence of this form of Creative Control may be to create Surprises when the information is revealed."
|
| 20 |
],
|
| 21 |
-
"
|
| 22 |
"Instantiates": [
|
| 23 |
"Continuous Goals",
|
| 24 |
"Unknown Goals",
|
|
@@ -46,49 +44,29 @@
|
|
| 46 |
"label": "11. Game Design Patterns for Goals",
|
| 47 |
"pattern_links": [
|
| 48 |
{
|
| 49 |
-
"name": "
|
| 50 |
-
"file": "
|
| 51 |
-
},
|
| 52 |
-
{
|
| 53 |
-
"name": "Tension",
|
| 54 |
-
"file": "Tension"
|
| 55 |
-
},
|
| 56 |
-
{
|
| 57 |
-
"name": "Units",
|
| 58 |
-
"file": "Units"
|
| 59 |
},
|
| 60 |
{
|
| 61 |
-
"name": "
|
| 62 |
-
"file": "
|
| 63 |
},
|
| 64 |
{
|
| 65 |
-
"name": "
|
| 66 |
-
"file": "
|
| 67 |
},
|
| 68 |
{
|
| 69 |
"name": "Freedom of Choice",
|
| 70 |
"file": "FreedomofChoice"
|
| 71 |
},
|
| 72 |
-
{
|
| 73 |
-
"name": "Risk/Reward",
|
| 74 |
-
"file": "RiskReward"
|
| 75 |
-
},
|
| 76 |
-
{
|
| 77 |
-
"name": "Unknown Goals",
|
| 78 |
-
"file": "UnknownGoals"
|
| 79 |
-
},
|
| 80 |
-
{
|
| 81 |
-
"name": "Preventing Goal",
|
| 82 |
-
"file": "PreventingGoals"
|
| 83 |
-
},
|
| 84 |
-
{
|
| 85 |
-
"name": "Lives",
|
| 86 |
-
"file": "Lives"
|
| 87 |
-
},
|
| 88 |
{
|
| 89 |
"name": "Continuous Goals",
|
| 90 |
"file": "ContinuousGoals"
|
| 91 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
| 92 |
{
|
| 93 |
"name": "Imperfect Information",
|
| 94 |
"file": "ImperfectInformation"
|
|
@@ -98,53 +76,24 @@
|
|
| 98 |
"file": "Conceal"
|
| 99 |
},
|
| 100 |
{
|
| 101 |
-
"name": "
|
| 102 |
-
"file": "
|
| 103 |
-
},
|
| 104 |
-
{
|
| 105 |
-
"name": "Resources",
|
| 106 |
-
"file": "Resources"
|
| 107 |
-
},
|
| 108 |
-
{
|
| 109 |
-
"name": "No-Op",
|
| 110 |
-
"file": "No-Ops"
|
| 111 |
-
},
|
| 112 |
-
{
|
| 113 |
-
"name": "Continuous Goal",
|
| 114 |
-
"file": "ContinuousGoals"
|
| 115 |
},
|
| 116 |
{
|
| 117 |
"name": "Replayability",
|
| 118 |
"file": "Replayability"
|
| 119 |
},
|
| 120 |
-
{
|
| 121 |
-
"name": "Avatars",
|
| 122 |
-
"file": "Avatars"
|
| 123 |
-
},
|
| 124 |
-
{
|
| 125 |
-
"name": "Unknown Goal",
|
| 126 |
-
"file": "UnknownGoals"
|
| 127 |
-
},
|
| 128 |
{
|
| 129 |
"name": "Survive",
|
| 130 |
"file": "Survive"
|
| 131 |
-
},
|
| 132 |
-
{
|
| 133 |
-
"name": "Preventing Goals",
|
| 134 |
-
"file": "PreventingGoals"
|
| 135 |
-
},
|
| 136 |
-
{
|
| 137 |
-
"name": "Tradeoff",
|
| 138 |
-
"file": "Tradeoffs"
|
| 139 |
-
},
|
| 140 |
-
{
|
| 141 |
-
"name": "Surprises",
|
| 142 |
-
"file": "Surprises"
|
| 143 |
-
},
|
| 144 |
-
{
|
| 145 |
-
"name": "Creative Control",
|
| 146 |
-
"file": "CreativeControl"
|
| 147 |
}
|
| 148 |
],
|
| 149 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 150 |
}
|
|
|
|
| 2 |
"pattern_name": "Conceal",
|
| 3 |
"description": "Conceal is the goal of trying to hinder other players ability to gain information.",
|
| 4 |
"content": [
|
| 5 |
+
"Having as much information as possible about the game state is usually advantageous, and [[Conceal]] is the goal of trying to prevent other players from gaining information about part of the game state.",
|
| 6 |
+
"[[Conceal]] is not only about preventing or hindering other players from finding out the location of the goal object; the aim of [[Conceal]] may be to keep certain information associated with a game element from the other players.",
|
| 7 |
+
"For example, in some strategy games, the player can use special actions to hide the actual strength of the unit, but not its location or existence. The exact location can also be partially hidden: the Elven cloak in a roleplaying game may hide the wearer in 80\\% of the cases, and cloaking devices in space games may show small bits of intergalactic fighters every now and then."
|
|
|
|
|
|
|
| 8 |
],
|
| 9 |
+
"using_the_pattern": [
|
| 10 |
+
"The information in [[Conceal]] goals can either be provided to the player or set up by the player, by either following rules or arranging game elements. The possibility to choose or create the information to be hidden allows the pattern to promote [[Replayability]] and to support [[Freedom of Choice]] and [[Creative Control]].",
|
| 11 |
+
"Using the [[Conceal]] pattern involves choosing what is hidden, where it can be hidden, and when the action of hiding can be performed. Optionally, the support of producing [[Red Herrings]] can be introduced in order to let players generate [[Asymmetric Information]] for other players.",
|
| 12 |
+
"A common use of the [[Conceal]] pattern is to hide a game element, i. e., its location, but an attribute of a game element can also be hidden. When players have to hide [[Avatars]] or [[Units]], this may give those players Limited Sets of Actions as they may only be able to do [[No-Op]] actions. Further, it may create [[Tension]] or force players to make [[Risk/Reward]] choices between using the game elements and giving other players information. As an example, the board game Stratego has the position of all pieces as public information, but a player does not initially know the rank of the other player's pieces. Each turn a player must move a piece, which provides [[Imperfect Information]] about which piece it is since many pieces have overlapping movement abilities."
|
| 13 |
],
|
| 14 |
+
"consequences": [
|
| 15 |
+
"[[Conceal]] is a [[Preventing Goal]] to [[Gain Information]] but can also be an [[Unknown Goal]] since other players may not know who has the information. As a [[Preventing Goal]], it is also a [[Continuous Goal]], but as the information hidden may be context dependent, the player with the goal may choose to abandon the goal as a [[Tradeoff]] towards completing other goals. An example of this can be to choose to reveal ones position in an ambush when the enemy is sufficiently close to make an attack likely to succeed.",
|
| 16 |
+
"When the failure of [[Conceal]] can lead to the loss of [[Lives]], the goal can be seen as a [[Supporting Goal]] to [[Survive]].",
|
| 17 |
+
"When the information to be concealed can be concealed by a player through [[Red Herrings]] and suboptimal actions, this offers a form of [[Creative Control]] to that player. Games with secret tactics naturally have the goal to [[Conceal]] these from other players. In these cases, players may have to do [[Risk/Reward]] judgments between the benefit of making the most optimal action against the risk of revealing what goals and [[Resources]] they own. This presence of this form of [[Creative Control]] may be to create [[Surprises]] when the information is revealed."
|
| 18 |
],
|
| 19 |
+
"relations": {
|
| 20 |
"Instantiates": [
|
| 21 |
"Continuous Goals",
|
| 22 |
"Unknown Goals",
|
|
|
|
| 44 |
"label": "11. Game Design Patterns for Goals",
|
| 45 |
"pattern_links": [
|
| 46 |
{
|
| 47 |
+
"name": "Preventing Goals",
|
| 48 |
+
"file": "PreventingGoals"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 49 |
},
|
| 50 |
{
|
| 51 |
+
"name": "Creative Control",
|
| 52 |
+
"file": "CreativeControl"
|
| 53 |
},
|
| 54 |
{
|
| 55 |
+
"name": "Asymmetric Information",
|
| 56 |
+
"file": "AsymmetricInformation"
|
| 57 |
},
|
| 58 |
{
|
| 59 |
"name": "Freedom of Choice",
|
| 60 |
"file": "FreedomofChoice"
|
| 61 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 62 |
{
|
| 63 |
"name": "Continuous Goals",
|
| 64 |
"file": "ContinuousGoals"
|
| 65 |
},
|
| 66 |
+
{
|
| 67 |
+
"name": "Red Herrings",
|
| 68 |
+
"file": "RedHerrings"
|
| 69 |
+
},
|
| 70 |
{
|
| 71 |
"name": "Imperfect Information",
|
| 72 |
"file": "ImperfectInformation"
|
|
|
|
| 76 |
"file": "Conceal"
|
| 77 |
},
|
| 78 |
{
|
| 79 |
+
"name": "Unknown Goals",
|
| 80 |
+
"file": "UnknownGoals"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 81 |
},
|
| 82 |
{
|
| 83 |
"name": "Replayability",
|
| 84 |
"file": "Replayability"
|
| 85 |
},
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 86 |
{
|
| 87 |
"name": "Survive",
|
| 88 |
"file": "Survive"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 89 |
}
|
| 90 |
],
|
| 91 |
+
"pattern_id": "Conceal",
|
| 92 |
+
"playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780274",
|
| 93 |
+
"metadata": {
|
| 94 |
+
"version": "1.2",
|
| 95 |
+
"date_processed": "2025-04-24",
|
| 96 |
+
"source_file": "Conceal.htm",
|
| 97 |
+
"converter_version": "1.2"
|
| 98 |
+
}
|
| 99 |
}
|