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AntiPattern


1. Game Design Antipatterns

It can't just be a flaw in a game to be an antipattern; it has to be something that sounds like a good idea on paper but then when you actually play it, you discover it sucks. So while "a disjunction between what the player wants to do and what the avatar actually does" is a bad thing that should be avoided, nobody puts it in their game on purpose.

The format for an antipattern is the same as a pattern: Problem / "Solution" / Consequences / Examples.

For all of these antipatterns, we can cite good games that were guilty of them. That doesn't mean that these patterns aren't 'anti' after all; the games would probably have been even better if they did not follow the pattern.

PunishmentAntipattern

RealWorldTerrainAntipattern

UndifferentiatedTerrainAntipattern

SimulatingSimulationAntipattern

ComputerControlledAllyAntipattern