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One of the things I like about this book is it can provide a common vocabulary for a game design team.
Review: Patterns in Game Design (Game Development Series) (Game Development Series)User Review - Bill - Goodreads
was recommended on "best book on individual game mechanics" by GregCostikyan. Read full review
Ability Losses achieve additional patterns Aim & Shoot Alliances allow players Analysis Paralysis Asymmetric Abilities Asymmetric Information Avatars Balancing Effects Chance to Succeed complete Consistent Reality Logic Constructed Worlds create Creative Control Cut Scenes Deadly Traps Dedicated Game Facilitators Downtime Easter Eggs Emotional Immersion Enemies Example Extra-Game first-person shooters Focus Loci Freedom of Choice Gain Ownership game design patterns game elements game instance Game Mastery game sessions Game State Overview game system Game World give players Illusion of Influence Imperfect Information let players Level of Difficulty Limited Planning Ability Meta Games MMORPGs Modulated Multiplayer Games Narrative Structures Pac-Man Perceived Chance perform play sessions Player Balance Player Defined Goals possible Potentially Conflicting Predictable Consequences Privileged Abilities Real-Time Games real-time strategy RELATIONS Instantiates Replayability Resources Right Level Risk/Reward roleplaying games skills Smooth Learning Curves Social Interaction Stimulated Planning Strategic Knowledge Team Play Tension Tournaments Turn-Based Games Ultra-Powerful Events Varied Gameplay
From Google Scholar
José P Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti
Jane Evelyn McGonigal - 2006
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Michael Mateas, Andrew Stern
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Welcome to the world of Game Design Patterns!
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