Pattern Library
Tip
A pattern is the atom of a mechanism 😉.
A mechanism can contain several patterns. Patterns are isomorphic to each other, meaning that it is possible to see a game through different patterns even if this does not change how it works. For example, Sudoku can be seen with the patterns “fill the map” and “set packing.”
Work in progress
The table is not final and will be implemented over time.
| Name | Description | Example |
|---|---|---|
| Set packing | Creation of a set of elements linked by various similarities | In Pokémon, sort Pokémon according to their types. |
| Optimal path | Trajectory to be optimized according to various criteria (e.g., avoiding dangerous areas, timing, etc.) | In a racing game, you have to optimize your trajectories to be the first to cross the finish line. |
| Time limits | Actions to be performed within a certain time frame | In Outer Wilds, the game revolves around a 20-minute time loop. |
| Guessing | The act of guessing a result or an element. | In Heathstone, when a player tries to guess what their opponent is going to play. |
| Repeated move chains | Chain together movement combos | In Céleste Jump + Dash |
| Pickups | Pick up items | Coins in Super mario bros |
| Stats | Numerical values affecting character abilities | Pokémon stats will affect damage received and inflicted. |
| Markets | System for purchasing items using in-game currency | Auction house in Dofus or WOW with auction system |
| Role | Especially in social games, the role that players will embody | In WOW, tank, dps and healer |