AdvancementAndCompletion
An abstract way of saying "improving and winning". Every game involves the application of some skill . . . -- dexterity, reasoning, pattern recognition, time trials, strength -- and every . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
AlexanderPattern
["Christopher Alexander"] used this format for his architectural ["Pattern"]s: 1. A picture, showing . . . an example of the pattern. (Pictures are easier for buildings; for games, . . . some games that use the pattern might be more useful.) 1. Connections to larger . . . patterns that this pattern completes. 1. A statement . . . 1. A short statement of the solution: the pattern itself. Stated in the form of an instruction. . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Andrew 20Looney
Andrew Looney, of ["Looney Labs Games"], is the creator of many well-known games, such as ["Icehouse"] . . . Some broad. When coming up with game design patterns, it's worth noting what kinds of games and . . . what kinds of audiences those patterns work for. Rule #10: Keep Working Until You . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
AntiPattern
= Game Design Antipatterns = It can't just be a flaw in a game to be an antipattern; it has to be something . . . 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. The term "antipattern" may be poorly chosen, . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
AvoidRandomAdversity
In a sense, a special case of RandomReinforcementSchedule and PositiveReinforcement, as noted by ["Bruce . . . engender. ---- CategoryGoodIdea | CategoryAntiPattern | CategoryNeedsWork . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
BossPattern
= Boss Pattern = I'm not really clear on why bosses are considered an almost mandatory component of videogames. . . . ---- CategoryGoodIdea CategoryLevelDesignPatterns . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
BreakTheRulesAndPatterns
= Break The Rules And Patterns = There are all kinds of ["Pattern"]s we could recognize in games, some . . . of which are written here (SaveGamePatterns, CategoryHolisticDesignPattern). Boss fights . . . are a pattern. Attack combos are a pattern. It is very rare . . . for a game that consists only of patterns and rules from other games to be a hit. (Although . . . So what's the point of writing down rules and patterns? It's a good idea for software engineering, . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Brent 20Gulanowski
== Who Am I? == I am a student at Ryerson University, Toronto, studying Applied Computer Science. I have . . . name. Of course it cannot change now. ==== Anti-Pattern ==== This word ... bothers me. At first I thought, . . . at all, but the opposite of a saviour. An "antipattern", on the other hand, is still a pattern, just . . . I think the proper word would be "malpattern". But such terms are unnecessary -- it is enough . . . to say that a pattern is good or bad, but then of course, one would . . .
6K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Chess
[http://www.uschess.org/beginners/letsplay.html Introduction to the rules of Chess.] Some possible reasons . . . obstacle to learning is memorizing the movement patterns of all six pieces - well within SevenPlusOrMinusTwo. . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Christopher 20Alexander
The architect who started the whole PatternLanguage thing. He introduced the idea in three books, the . . . idea: * ["The Timeless Way of Building"] * ["A Pattern Language"] * ["The Oregon Experiment"] His . . . PatternLanguage web site: http://www.patternlanguage.com . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
7 Comments on SiteNews
### 7 Comments. ### '''2010 September 22:''' Have you guys seen the pencil-and-paper role-playing-game . . . and [[The 20Case 20For 20Game 20Design 20Patterns]], etc. Even worse, [[ChessVariant-BlackGhost]] . . .
4K - last updated 2013-01-04 17:26 UTC by bang gia tran thach cao
ComputerControlledAllyAntipattern
= Computer Controlled Ally Antipattern = (We're really getting into the 'that's your opinion' territory . . . be an interesting play mechanic - the DependentPattern.) Coding AI for an ally is more difficult than . . . is 'stupid', where it's just disappointing. This pattern can be made to work but it's a chore. Examples: . . . Diablo II. Counter-Examples, where the pattern worked: The final fight of Zelda: The Wind . . . away the challenge of the game. ---- CategoryAntiPattern . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
ContinuousWorld
= Continuous World = Applies to: Action/Adventure computer games. Problem: Games where you play a succession . . . ---- CategoryGoodIdea CategoryHolisticDesignPattern . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Design 20Patterns
The book ''Design Patterns: Elements of Reuseable Object-Oriented Software'' created something of a buzz . . . ComputerProgramming community when it brought ["Pattern"]s to programming. The fad has died down a . . . (snarky comments about making trivial things patterns, for instance). Written by the "Gang of Four": . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DiscussThisSite
'''Important news!''' See the page ChangesAndLicensingDiscussion for the latest on changes to the Wiki . . . yourselves. * Yes, talk about video game design patterns is okay. * We liked the WikiNode concept. . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
DoorKeyLevelPattern
= Door Key Level Pattern = Problem: We want to give the player the illusion of freedom and nonlinearity, . . . or not.) ---- Although I think the Key/Door pattern is one worth mentioning, I don't think it's . . . ---- CategoryGoodIdea CategoryLevelDesignPatterns . . .
4K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FADT 20Pattern
["Formal Abstract Design Tools"] aren't nearly as formal as some other ["Pattern"] methods. They are . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FalsteinPattern
["Noah Falstein"] uses this format for "rules" presented in ["Better By Design"]: 1. The rule: a short . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FedExMissionPattern
= Fed Ex Mission Pattern = Possibly the lowest common denominator of game mission design, the Fed Ex . . . I feel that this is actually the DoorKeyLevelPattern. You get a key (the package) to pass through . . . about this is that it is a game ''plot'' pattern, I feel. Or perhaps we should call it a "sub . . . story pattern." -- LionKimbro ---- CategoryLevelDesignPatterns . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Formal 20Abstract 20Design 20Tools
Basically another way of saying ["Pattern"]s. The name, however, makes some interesting points: * Formal: . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
GameDesign
Game Design is a pretty broad field. One of the big focuses of this site is BoardGame''''''s, and I . . . -["Christopher Alexander"] [http://www.patternlanguage.com/leveltwo/archivesframe.htm?/leveltwo/../archives/wendykohn/wendykohninterviewedited.htm . . . it better - study the site. Try to apply the ["Pattern"]s here. Find the places where they are right . . .
8K - last updated 2012-04-23 07:03 UTC by RonHaleEvans
GammaPattern
The book ["Design Patterns"] uses this format for its ComputerProgramming patterns: 1. Name. 1. Problem, . . .
1K - last updated 2011-12-26 16:52 UTC by RonHaleEvans
GDC 202002
= GDC 2002 = The (computer) ["Game Developers Conference"], 2002. === Useful articles === * "Content . . . Patterns in Game Design", by ["Bernd Kreimeier"]. Not . . . is presented in ["The Case For Game Design Patterns"]. === Proceedings === Some of the materials . . .
1K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
GenerativeSequence
A set of instructions for creating something, each step of which is a ["Pattern"]. A PatternLanguage . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
GoodIdea
Good ideas may be somewhat useful, but they aren't ["Pattern"]s. Simply putting a name to a concept can . . . however. For GameDesign, the objectivity of ["Pattern"]s is needed. For a list of good ideas on this . . . somewhat abstracted in the process of becoming patterns, whereas these are direct from games, pre-abstraction. . . . think the wiki needs multiple gradations of pre-pattern concepts. That way lies madness, etc.. (Bear . . . in this case). If you are worried that your pre-patterns are too concrete, perhaps you can make them . . .
4K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
HolisticDesign
= Holistic Design = Mark Cerny uses the term 'holistic' design to describe the macro-design of how the . . . has to learn at what point in the game. Some patterns for holistic design have been listed in CategoryHolisticDesignPattern. . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
HomePage
= Game Design Wiki = This site has been established to foster the collaborative development of the principles . . . of GameDesign, and in particular, a PatternLanguage of GameDesign. Initially, we will gather . . . we will begin transforming these ideas in ["Pattern"]s that will link a problem to a solution, . . . some good ideas on GameDesign. * See the CategoryPattern page for the initial drafts of a handful of . . . patterns. * And what would patterns be without antipatterns? . . .
3K - last updated 2011-09-04 20:20 UTC by RonHaleEvans
Immersion
Immersion is that part of games which involves the player becoming a part of the world which the game . . . a more intuitive understanding of its rules and patterns. Such an understanding is apart from believing . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Justin 20Love
The person who had the gall to start the PatternLanguage of GameDesign. Hopefully he won't be the only . . . ComputerProgramming, which is how he heard about PatternLanguage''''''s. For personal information, see . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
KreimeierPattern
["Bernd Kreimeier"] uses this format for his ComputerGame ["Pattern"]s: 1. Name 1. Problem 1. Solution . . . 1. References From ["The Case For Game Design Patterns"]. . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
LevelDesignPatterns
= Level Design Patterns = These patterns could apply to levels, missions, scenarios, encounters, stages; . . . make the macro game. MicroMacroSimilarityLevelPattern LinearLevelPattern OptimalPathsLevelPattern . . . DoorKeyLevelPattern BossPattern . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
LightStop
Light stop play is most often seen as a type of RedemptionGame. They typical arrangement is a set of . . . is lit will be traveling in some predictable pattern, such as a circle or back and forth. When the . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
LinearLevelPattern
= Linear Level Pattern = A level is frequently a rail with a set of encounters that must be overcome . . . ----- CategoryNeedsWork CategoryLevelDesignPatterns . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
LinearWorld
= Linear World = Applies to: computer games, ranging from action/adventure to abstract puzzle games such . . . Runner, Spider-Man ---- CategoryHolisticDesignPattern . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MeaningfulChoices
With no viable choices, the player will be quickly frustrated. With only one choice, the player will . . . == Discussion == (Discussion from DoorKeyLevelPattern; The first voice begins by asking: Why is it . . . nonlinearity. But that's not the DoorKeyLevelPattern any more, is it? ---- I don't have the reference . . . of engagement there. I'm not endorsing this pattern, btw. ---- Yes, but a meaningless choice is . . .
5K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MicroKernalRulesArchitecture
== MicroKernal Rules Architecture == I recently realized that games like CosmicEncounters aren't so . . . I think we should identify the basic pattern between software architecture, and rules system . . .
3K - last updated 2009-06-27 06:12 UTC by RonHaleEvans
MicroMacroSimilarityLevelPattern
= Micro Macro Similarity Level Pattern = Frequently, the way rooms or platforms are laid out in a level . . . | CategoryNeedsWork CategoryLevelDesignPatterns . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Noah 20Falstein
Writes the regular article ["Better By Design"], which tries to set down ["Pattern"]s of ComputerGame . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OnlyOneOrderOfSimulation
= Only One Order Of Simulation = In other words, don't simulate a simulation. Virtual paintball would . . . but they satisfy the mind's craving to sort out patterns just as well as sim-games do. ---- CategoryGoodIdea . . .
5K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OptimalPathsLevelPattern
= Optimal Paths Level Pattern = The game designer consciously provides a best strategy (or strategies) . . . multiple solutions to given problems. This pattern can apply to RTS scenarios as well: you can . . . easily. ---- CategoryGoodIdea CategoryLevelDesignPatterns CategoryNeedsWork . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Originality
= Originality = Peter Drucker talks of two kinds of innovation strategies: "Being first with the most" . . . idea for making it better. (See BreakTheRulesAndPatterns.) The problem is this: Is your original idea . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OrthogonalElements
= Orthogonal Elements = Allow me to misuse a math term here. The elements of a game should multiply the . . . may be a specialization of this pattern. The value of each element is equal; the quality . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OverWorld
= Over World = Applies to: Action/adventure, RPG, real-time-strategy computer games Problem: We'd like . . . can be used for RTS) ---- CategoryHolisticDesignPattern . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Pattern
We have set out to create a PatternLanguage. But what is a pattern? According to ["The Timeless Way of . . . Building"], "Each pattern is a three-part rule, which expresses a relation . . . are useful for discussing games, but they aren't patterns yet. A pattern tells us, objectively, 1. Under . . . it solves. 1. How to go about solving it. A pattern does not tell you the one and only way to solve . . . There may be special circumstances where a pattern can be violated. Just be certain that you know . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PatternLanguage
The idea of ["Pattern"] languages was introduced into architecture by ["Christopher Alexander"] in the . . . it into GameDesign. In its simplest form, a pattern language is just the collection of all patterns . . . of this - Alexander for instance organized his patterns generally from larger (distribution of cities . . . smaller (how to build a wall.) In addition, each pattern lists the larger patterns that it refines, . . . and the smaller patterns that one should turn to for further refinement. . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PerceivableConsequences
The apparent results of action. A quality of interaction design that presents clear, causal reaction . . . Design Tools"] on ["Gamasutra"]. Turned into a ["Pattern"] by ["Bernd Kreimeier"] in ["The Case For . . . Game Design Patterns"] on ["Gamasutra"], and in a paper at ["GDC . . . 2002"], "Content Patterns in Game Design". ["Warren Spector"], in ["Game . . .
2K - last updated 2009-08-26 18:48 UTC by tuo.ict.usc.edu
PrivilegedMove
Give a player a special action that he and/or other players don't have most of the time. CollectibleCardGame''''''s . . . From ["The Case For Game Design Patterns"]. ComplexActionsOnlyOnce might be a special . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Proxy
This principle is presented in the context of ComputerGame''''''s in ["The Case For Game Design Patterns"]. . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PunishmentAntipattern
= Punishment Antipattern = Problem: Player is able to finish the game too quickly, or they are not discovering . . . break the gameplay. ---- CategoryAntiPattern . . .
6K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RealWorldTerrainAntipattern
= Real World Terrain Antipattern = Problem: We want to increase realism / immersion. Solution: Create . . . idea to more and more people. ---- CategoryAntiPattern . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RockPaperScissors
= RockPaperScissors or Non-Transitivity = Problem: We want diceless conflict resolution, or we want to . . . that foils it. From ["The Case For Game Design Patterns"]. Known as non-transitivity in game theory. . . . a relative of OrthogonalElements. ---- CategoryPattern | CategoryNeedsWork ---- CategoryCategory . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SaveGamePatterns
= SaveGamePatterns = I may not fully grok what patterns are all about; I've read about software engineering . . . patterns, and I've read Kreimeier's article, but Kreimeier's . . . too specific with these: == Full State Save Game Pattern == Problem: We want to allow the player to . . . Examples: Most PC games. == Hardcore Save Game Pattern == Problem: Player wants to be able to quit . . . Steel Battalions. == Checkpoint Save Game Pattern == Problem: We want the player to be able to . . .
7K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SeamlessWorld
= Seamless World = Applies to: Action/Adventure computer games and RPG Seamless World is a ContinuousWorld . . . ---- CategoryGoodIdea CategoryHolisticDesignPattern . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SimulatingSimulationAntipattern
= Simulating Simulation AntiPattern = Problem: We want to make our games toyetic; that is, like toys. . . . capitalized words do not link?] ---- CategoryAntiPattern . . .
8K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
StyleGuide
= Game Design Wiki Style Guide = Here are some suggestions for style-related choices when creating a . . . Love"] and ["Ron Hale-Evans"] decided that pattern names and most other things would be MixedCase, . . . the link in parentheses, like so: * I like DesignPattern''''''s (hmm, the real page is ["Design Patterns"]; . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Surprise
An event or condition that is contrary to expectations and/or predictions. Even enjoyable things can . . . unexpected. You might need to BreakTheRulesAndPatterns once in a while. "behind every door a surprise." . . .
1K - last updated 2009-08-26 18:43 UTC by tuo.ict.usc.edu
The 20Case 20For 20Game 20Design 20Patterns
One of many precursors to this Wiki. An [http://www.gamasutra.com/features/20020313/kreimeier_01.htm . . . material as his ["GDC 2002"] paper, "Content Patterns in Game Design". . . .
1K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
TokenBasedEconomy
= Token Based Economy = Problem: We want to reward player behaviors but don't want them to become satiated . . . can redeem for stuff. ---- CategoryHolisticDesignPattern . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
UndifferentiatedTerrainAntipattern
= Undifferentiated Terrain Antipattern = Problem: We want to simulate some event that takes place in . . . Examples of games that eschew this antipattern: Tony Hawk's Pro Skater, Descent. Also see: . . . TerrainMatters. ---- CategoryAntiPattern . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
WikiNode
= GameDesign WikiNode = Welcome to the GameDesign wiki! This wiki collects concepts that can be used . . . we are trying to accomplish| GameDesign | | ["Pattern"]s are one way of organizing our thoughts | . . . PatternLanguage | | Game design ideas | CategoryGoodIdea, . . . CategoryPattern | == Neighbors == |'''topic'''|'''wiki title'''|'''details'''| . . .
6K - last updated 2012-04-28 04:48 UTC by DavidCary
60 pages found.