About this table

Complete index of all design patterns from Björk, S. & Holopainen, J. (2004). Patterns in Game Design. Charles River Media. Chapters 5–15.

Patterns with a wiki page are linked. All patterns are available in full HTML format in the private authoring archive. A condensed reference card version of the pattern set is available at the private authoring archive.

See source-patterns-in-game-design for the source summary, key claims, and relevance mapping.

For the most developed current teaching route through the catalogue, see overview-bjork-patterns-balance-and-mastery.


Chapter 5 — Game Elements

Patterns describing physical and structural components that appear in games as objects, characters, or locations.

PatternWiki page
Alarms
Alternative Reality
Avatars
Book-Keeping Tokens
Boss Monstersboss-monsters
Buttons
Cameras
Card Hands
Cards
Chargers
Clues
Consistent Reality Logic
Controllers
Deadly Traps
Dice
Discard Piles
Drawing Stacks
Enemies
Extra-Game Information
Game World
Ghosts
Goal Points
God’s Finger
Helpers
High Score Lists
Inaccessible Areas
Invisible Walls
Levels
Liveslives
Moveable Tiles
Mule
Obstacles
Outstanding Features
Parallel Lives
Pick-Ups
Power-Ups
Reconfigurable Game World
Resource Generators
Resource Locations
Safe Havens
Save Pointssave-points
Score
Spawn Points
Strategic Locations
Tiles
Tools
Traces
Units

Chapter 6 — Resource and Resource Management

Patterns for how resources are created, distributed, converted, and consumed within a game’s internal economy.

PatternWiki page
Arithmetic Rewards for Investments
Asymmetric Resource Distribution
Closed Economies
Consumers
Container
Converters
Diminishing Returns
Geometric Rewards for Investments
Investments
Limited Resources
Non-Renewable Resources
Ownership
Producer-Consumer
Producers
Renewable Resources
Resource Managementresource-management
Resources
Secret Resources
Shared Resources
Symmetric Resource Distribution

See also: internal-economy for the full framework of sources, drains, converters, and feedback loops.


Chapter 7 — Information, Communication, and Presentation

Patterns controlling what information players have access to, how it is communicated, and how the game state is presented.

PatternWiki page
Asymmetric Information
Communication Channels
Direct Information
First-Person Views
Fog of Warfog-of-war
Game State Overview
Goal Indicators
God Views
Imperfect Information
Indirect Information
Near Miss Indicators
Outcome Indicators
Perfect Information
Progress Indicators
Public Information
Red Herrings
Status Indicators
Symmetric Information
Third-Person Views
Uncertainty of Information

See also: meaningful-decisions (information as a prerequisite for meaningful choice), game-theory-fundamentals (imperfect and asymmetric information in formal game theory).


Chapter 8 — Actions and Events

Patterns for the things players and the game system can do, and the events that result.

PatternWiki page
Ability Losses
Aim & Shoot
Area Control
Asymmetric Abilities
Attention Swapping
Betting
Budgeted Action Points
Camping
Collecting
Combat
Construction
Damage
Decreased Abilities
Disruption of Focused Attention
Downtime
Experimenting
Extended Actions
Focus Loci
Game World Navigation
Illusionary Rewards
Improved Abilities
Indirect Control
Interruptible Actions
Irreversible Actions
Leaps of Faith
Limited Set of Actions
Maneuvering
Movement
Movement Limitations
New Abilities
No-Ops
Penalties
Player-Decided Distribution of Rewards & Penalties
Privileged Abilities
Privileged Movement
Rewards
Role Reversal
Save-Load Cyclessave-points
Shrinking Game World
Spawning
Tile-Laying
Transfer of Control
Turn Taking
Ultra-Powerful Events

See also: meaningful-decisions, risk-reward, randomness-in-games.


Chapter 9 — Narrative Structures, Predictability, and Immersion

Patterns for how games tell stories, create believable worlds, and produce states of immersion in players.

PatternWiki page
Anticipation
Character Development
Characters
Cognitive Immersion
Creative Control
Cut Scenes
Dedicated Game Facilitators
Delayed Effects
Easter Eggs
Emotional Immersion
Freedom of Choice
Game Masters
Higher-Level Closures as Gameplay Progresses
Hovering Closures
Identification
Illusion of Influence
Immersion
Narrative Structures
Never Ending Stories
Perceived Chance to Succeedperceived-chance-to-succeed
Planned Character Development
Player Constructed Worlds
Self-Facilitated Games
Sensory-Motoric Immersion
Skills
Spatial Immersion
Storytelling
Surprises
Tension
Tiebreakers
Tied Results

See also: narrative-design, presence-and-immersion, interest-curves, closure-points.


Chapter 10 — Social Interaction

Patterns for how players interact with one another — cooperatively, competitively, and socially.

PatternWiki page
Alliances
Betrayal
Bidding
Bluffing
Collaborative Actions
Competence Areas
Competition
Conflict
Constructive Play
Cooperation
Delayed Reciprocity
Dynamic Alliances
Individual Penalties
Individual Rewards
Negotiation
Player Decided Results
Player Killing
Red Queen Dilemmas
Roleplaying
Secret Alliances
Shared Penalties
Shared Rewards
Social Dilemmas
Social Interaction
Social Organizations
Social Statuses
Team Development
Team Play
Trading
Uncommitted Alliances

See also: game-theory-fundamentals, bartle-taxonomy, self-determination-theory.


Chapter 11 — Goals

Patterns for the specific types of goals that games give to players — what players are trying to achieve.

PatternWiki page
Alignment
Capture
Collection
Conceal
Configuration
Connection
Contact
Delivery
Eliminate
Enclosure
Evade
Explorationexploration
Gain Competence
Gain Information
Gain Ownership
Guard
Herd
King of the Hill
Last Man Standing
Overcome
Race
Reconnaissance
Rescue
Stealth
Survive
Traverse

See also: hierarchy-of-goals, meaningful-decisions, game-loops.


Chapter 12 — Goal Structures

Patterns for how goals are organised relative to each other — the architecture of a game’s goal system.

PatternWiki page
Asymmetric Goals
Committed Goals
Continuous Goals
Dynamic Goal Characteristics
Ephemeral Goals
Excluding Goals
Hierarchy of Goalshierarchy-of-goals
Incompatible Goals
Interferable Goals
Mutual Goals
Optional Goals
Player Defined Goals
Polyathlons
Predefined Goals
Preventing Goals
Selectable Sets of Goals
Supporting Goals
Symmetric Goals
Tournaments
Unknown Goals

See also: closure-points, interest-curves, game-loops.


Chapter 13 — Game Sessions

Patterns for how game instances are structured over time — how play starts, continues, and ends.

PatternWiki page
Agents
Analysis Paralysis
Asynchronous Games
Closure Pointsclosure-points
Early Elimination
Game Pauses
Handles
Multiplayer Games
Persistent Game Worlds
Player Elimination
Quick Games
Real-Time Games
Reversability
Single-Player Games
Synchronous Games
Team Elimination
The Show Must Go On
Tick-Based Games
Time Limitstime-limits
Turn-Based Games

See also: game-loops, interest-curves, lives.


Chapter 14 — Game Mastery and Balancing

Patterns for how games maintain challenge, reward skill, and remain balanced across player ability levels.

PatternWiki page
Achilles’ Heels
Balancing Effectsbalancing-effects
Combos
Dexterity-Based Actions
Empowerment
Game Mastery
Handicaps
Limited Foresight
Limited Planning Ability
Luck
Memorizing
Paper-Rock-Scissorspaper-rock-scissors
Perceivable Marginsperceivable-margins
Player Balance
Predictable Consequences
Puzzle Solving
Randomness
Rhythm-Based Actions
Right Level of Complexity
Right Level of Difficulty
Risk/Rewardrisk-reward
Stimulated Planning
Strategic Knowledge
Symmetry
Team Balance
Timing
Tradeoffs

See also: game-balance, smooth-learning-curves, difficulty, perceived-chance-to-succeed, flow.


Chapter 15 — Meta Games, Replayability, and Learning Curves

Patterns for what happens around and between game sessions — how games sustain engagement across multiple plays.

PatternWiki page
Meta Games
Extra-Game Actions
Replayability
Games within Games
Spectators
Extra-Game Consequences
Trans-Game Information
Smooth Learning Curvessmooth-learning-curves
Orthogonal Unit Differentiation
Varied Gameplay

See also: reward-systems, game-analytics, fun-as-learning.


Coverage summary

15 of 270+ patterns have dedicated wiki pages (as of 2026-04-16):

ChapterPatterns with pages
5 — Game ElementsBoss Monsters, Lives, Save Points
6 — ResourcesResource Management
7 — InformationFog of War
8 — Actions(none — Save-Load Cycles redirects to Save Points)
9 — Narrative / ImmersionPerceived Chance to Succeed
11 — GoalsExploration
12 — Goal StructuresHierarchy of Goals
13 — SessionsClosure Points, Time Limits
14 — Mastery / BalancingBalancing Effects, Paper-Rock-Scissors, Perceivable Margins, Risk/Reward
15 — Meta GamesSmooth Learning Curves

source-patterns-in-game-design | game-balance | game-loops | hierarchy-of-goals | closure-points | meaningful-decisions | internal-economy