Original Design Patterns Flashcards
Game Design patterns from "Patterns in Game Design" by Staffan Bjork and Jussi Holopainen
The loss of ability to perform an action in the game.
Ability Losses
A special weakness of an enemy that can be used to defeat that enemy much easier than by other means.
Achilles’ Heels
Entities in games that take the roles of players but are controlled by the game system.
Agents
The act of taking aim at something and then shooting at it.
Aim & Shoot
Abstract game elements that provide information about particular game state changes.
Alarms
This goal consists of forming a linear alignment of game elements.
Alignment
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.
Alliances
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.
Alternative Reality
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.
Analysis Paralysis
The feeling of being able to predict future game events in the games to which one has emotional attachments.
Anticipation
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.
Area Control
The possible rewards have a linear relationship to the investments, that is, if the investment is double, the comparable reward is doubled.
Arithmetic Rewards for Investments
Players, or game elements, do not all have the same actions available.
Asymmetric Abilities
Players have structurally different goals requiring different tactics and actions.
Asymmetric Goals
Players have different information available to them, i.e., some players know more than other players
Asymmetric Information
Players have different access and ownership rights to different kinds of resources during the game.
Asymmetric Resource Distribution
Games where the players game and play sessions do not necessarily overlap in time.
Asynchronous Games
Players have to move their attention between different parts of the game.
Attention Swapping
A game element, which is tightly connected to the player’s success and failure in the game. In many cases, it’s the only means through which a player can affect the game world.
Avatars
Rules and effects in games that lessen the differences of value used to measure competition between players.
Balancing Effects
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.
Betrayal
Investing resources in the likelihood of an outcome.
Betting
Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind.
Bidding
Players have a possibility to convey false information to other players in order to benefit from the situation.
Bluffing
Game elements that do not represent concrete objects in the game world but instead holds specific parts of the game state.
Book-Keeping Tokens
A more powerful enemy the players have to overcome to reach certain goals in the game.
Boss Monsters
Points that are used by players to do actions during their turns.
Budgeted Action Points
An abstract game element that decides what is the player’s current view to the game world.
Cameras
Staying in one location in the game for extended periods of time and perform the same action repeatedly.
Camping
The goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.
Capture
Physical game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.
Cards
The improvement of characters’ skills or knowledge.
Character Development
Abstract representations of persons in a game.
Characters
Locations in the Game World that affect the players’ resources when they are in the location.
Chargers
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.
Closed Economies
Events in gameplay where the game state is, or can be, reduced in size.
Closure Points
Clues are game elements that give the players information about how the goals of the game can be reached.
Clues
Having ones attention focused upon problem-solving aspects of a game.
Cognitive Immersion
Compound actions that require several players to simultaneously perform actions.
Collaborative Actions
The action of gathering game elements from the game world.
Collecting
The completion of several goals that together form a coherent unit.
Collection
Actions where the intent is to kill or otherwise overcome opponents
Combat
Sets of actions that trigger additional effects than those that occur due to the individual actions.
Combos
Goals that players have entered a form of contract to try and fulfill.
Committed Goals
The medium and the methods players can use to send messages to other players.
Communication Channels
Players have or can develop an area of specialty within a game.
Competence Areas
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.
Competition
The goal of trying to hinder other players ability to gain information.
Conceal
The goal of forming a spatial, temporal, or logical arrangement of game elements.
Configuration
Two or more parties, often players or players against the game system, have goals, that cannot be satisfied together.
Conflict
Linking or spatially positioning game elements to each other so that they have a physical relation.
Connection
Governs that the game elements, the player actions and their consequences, and the game events are consistent.
Consistent Reality Logic
The action of introducing new game elements that are presented as intentional creations into the Game World.
Construction
Based on putting game elements together to build new kinds of game element configurations, which might have different emergent characteristics.
Constructive Play
A game element, usually some kind of a resource, is consumed as a consequence of a player action, certain game element configuration, or other type of a game event.
Consumers
A game element that can store other game elements.
Container
Goals that require the player to maintain a subset of a certain game state within certain limits.
Continuous Goals
Game elements fixed in particular locations in the Game World that allow players to perform actions that would not be possible otherwise.
Controllers
Produces different types of game elements from other game elements, typically from other resources. In essence, they transform game elements into other game elements.
Converters
Players coordinate their actions and share resources, in order to reach goals or subgoals of the game.
Cooperation
Players have the ability to be creative within the Game World.
Creative Control
Sequences of storytelling where players cannot act within the game.
Cut Scenes
Effects from actions or events that can lead to negative consequences.
Damage
Players’ chance of succeeding with an action as a function within the game is decreased, or the calculated effect the action has in the game decreased.
Decreased Abilities
Games that have machines or people who perform actions and provide choices so that players can play a game.
Dedicated Game Facilitators
The effects of actions and events in games do not occur directly after the actions or events have started.
Delayed Effects
There is a time delay in social exchange situations, i.e. the whole exchange is not immediate, something is given now and the return is to be paid back some time in the future.
Delayed Reciprocity
Consists of moving a certain game element to another specified game element or place within the game space.
Delivery
Actions whose success or failure depends on some form of physical prowess, in most cases, hand-eye coordination.
Dexterity-Based Actions
Physical game elements that are used to randomize an outcome from a predefined set of outcomes, each outcome having the same likelihood.
Dice
The returns for similar investments decrease as the player progresses in the game.
Diminishing Returns
Players have access to information about the game state in the same format that the game state is stored
Direct Information
The area or stack where cards or tiles are placed after they have been used.
Discard Piles
That players’ attention is forcefully moved from one aspect of the game to another.
Disruption of Focused Attention
The player cannot directly affect the outcome of the game for a period of time.
Downtime
The collection of cards or tiles that are drawn in sequence by the players.
Drawing Stacks
New alliances can be created, old alliances can die out and the characteristics, especially the player composition, of an alliance can change during the game play.
Dynamic Alliances
Certain characteristics of the goals, usually the information available to the players, change during gameplay.
Dynamic Goal Characteristics
There is a possibility that a player’s game session may finish before the other players.
Early Elimination
Surprises in the game that are not related to the game.
Easter Eggs
The goal to remove a game element from its location in the game space.
Eliminate
Being emotionally affected by the events that occur in a game.
Emotional Immersion
Players feel that they can affect the events and the final outcome of a game.
Empowerment
The surrounding of game elements by a continuous line or wall.
Enclosure
Avatars and units that hinder the players trying to complete the goals.
Enemies
Goals that have a dynamic existence, that is, they can appear and disappear during the gameplay; their appearance not necessarily known at the beginning of the game and their disappearance may not be due to their completion or them having become impossible.
Ephemeral Goals
This is the goal to avoid being captured or hit.
Evade
Completing this makes the completion of other goals in the game meaningless or impossible.
Excluding Goals
Performing actions to learn how the rules of cause and effect work in a game.
Experimenting
The goal of learning the layout of the Game World, or locating specific parts or objects in it.
Exploration
Actions that take so long to complete that they require players to miss opportunities to perform other actions in order to complete them.
Extended Actions
Actions that are motivated by the game state or game design but do not affect the game state as such.
Extra-Game Actions
Consequences that are due to actions within games or based on game states of games but that do not affect the game state or how the game state is perceived.
Extra-Game Consequences
Information provided within the game that concerns subjects outside the Game World.
Extra-Game Information
Players are shown the game world as if they were inside it
First-Person Views
The game elements through which a player’s actions are taken.
Focus Loci
The player has no information about game world areas that are not being observed or have not yet been explored
Fog of War
Players have the ability to make choices in the game.
Freedom of Choice
Gaining the ability to perform a certain action within the game.
Gain Competence
The goal of performing actions in the game in order to be able to receive information or make deductions.
Gain Information
This is simply the goal to be declared the owner of a game element.
Gain Ownership
People who act as game facilitators of game worlds for players.
Game Masters
That one can clearly distinguish between skillful and incompetent players when they are using all their skills and abilities in a game.
Game Mastery
The progress of game time is suspended during Game Pauses
Game Pauses
Players are provided with information that extends beyond the observational abilities provided by game elements
Game State Overview
The environment in which the gameplay or parts of the gameplay takes place is determined by the spatial relationships of the game elements.
Game World
The action of trying to move from one place in the game to another when the correct way is not obviously apparent.
Game World Navigation
A game which is played completely within another game.
Games within Games
The possible rewards grow in geometric fashion compared to the invested resources, that is, if the investment is doubled the comparable reward is more than doubled.
Geometric Rewards for Investments
Ghosts are the overlay of elements and actions from previous game sessions in a current game session so that players can compare their current progress with that of the previous attempts.
Ghosts
Players are given information about his current goals in the game.
Goal Indicators
Goal Points are locations in the game world which the players can enter in order to complete a goal.
Goal Points
Players are given a view of the game independent of game elements
God Views
A God’s Finger is a game element that allows the player to affect the game world, but which cannot be affected by events in the game world itself.
God’s Finger
Guard is the goal to hinder other players or game elements from accessing a particular area in the game or a particular game element.
Guard
Making gameplay easier for certain players in order to make all players have the same chance to succeed.
Handicaps
The players are identified in the game instance, and sometimes between game instances, by short names or other at least somewhat unique identifiers.
Handles