{ "pattern_name": "Buttons", "description": "Buttons are game elements, which players can use to activate events or actions in the game world.", "content": [], "using_the_pattern": [ "[[Buttons]] can be sticky, i. e. they stay pressed allowing the players to know if the [[Button]] is activated or not. If the [[Button]] can be pressed again to inactivate it, this can be used to create [[Reversability]], while those that cannot be changed back enforce [[Irreversible Actions]]. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open." ], "consequences": [ "[[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." ], "relations": { "Instantiates": [ "Controllers" ], "Modulates": [], "Instantiated by": [], "Modulated by": [ "Reversability", "Irreversible Actions" ], "Potentially conflicting with": [] }, "examples": [ "In the early first-person computer roleplaying game Dungeon Master the buttons and levers on the walls are used to open doors, walls, and sections of the floor." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { "name": "Reversability", "file": "Reversability" }, { "name": "Irreversible Actions", "file": "IrreversibleActions" }, { "name": "Controllers", "file": "Controllers" } ], "pattern_id": "Buttons", "playable_concept": "Not available yet", "metadata": { "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "Buttons.htm", "converter_version": "1.2.2.2" } }