antipattern

Use when

You are auditing the resonance table and an element's arrow points *away* from the spine — it defuses the core pressure.

What it is. An element whose effect is to reduce the core tension the spine exists to create. Where antipattern-decoration is inert — neutral weight beside the spine — dissonance is active: it pulls against the spine, releasing the very pressure every other system is working to build. In the resonance table its arrow points backward. It is the worse of the two failures, because dead weight can be ignored and a leak can’t.

Why it hurts. The rest of the game spends its whole effort building a tension; one dissonant element quietly drains it, and the player feels the game “doesn’t know what it is.” A retry-mastery platformer that also punishes death is fighting itself: the difficulty says “try again fearlessly,” the death says “fear failure.” Neither message lands. Coherence is what makes a game feel authored; dissonance is the tell that it was assembled from parts that disagree.

The smell

An element you can only justify by how it relieves pressure the spine is trying to apply. “It’s a hardcore scarcity-survival game — with a cozy, comforting tone.” “Every second is a committal life-or-death read — and there’s a free-look button so you can plan safely.” The word but or so you can relax in the pitch of a tension game is the smell.

How it happens

OriginWhat you did
Wrong-spine conventionYou imported a feature from a game with a different spine — permadeath from a survival game into a mastery game, where it’s poison.
Comfort reflexYou worried the game was too tense and added a valve — but the tension was the game, and the valve empties it.
Tonal borrowingYou loved another game’s mood and grafted it on without checking it agrees with your mechanic (world-naming-and-tone gone loose).
Fake safetyYou gave the player a way to avoid the core decision (a dominant safe option), which resolves the tension to nothing — a antipattern-fake-choice that erases the spine.
Difficulty by the wrong knobYou made it “harder” by adding punishment rather than pressure — attrition instead of tension (antipattern-fail-loop-tax).

The tell (check YOUR OWN design)

The fix

Remove it, or invert it so it serves the tension. Derive the contested element from the spine instead of from habit:

Twist seams

Seen in…

Game shapeThe dissonant elementWhy it drains
Retry-mastery platformerPunishing permadeath / limited livesSays “fear failure” while the loop says “fail freely and learn.”
Scarcity-survivalA cozy, reassuring toneThe mood tells the player they’re safe; the spine needs them afraid.
Greed-vs-safety economyA dominant risk-free optionRemoves the decision the whole game is about — antipattern-fake-choice.
Committal-read actionA free planning/pause-to-look modeErases the commitment that is the spine (recipe-emberfall).

Composition notes

Verify / guard

Before handoff, walk every resonance row and check the arrow direction, not just its presence. Any element that relieves the core tension is dissonant — cut it, or re-price it onto the spine. Then take it to [[design/FUN.md]]: the spine’s central fun-claim is that the tension is felt; if a system exists whose job is to let the player not feel it, that system is fighting your own proof. Confirm the final call with a human in the workshop playtest — dissonance is often invisible on paper and obvious in the hands.

This module rendersthe repo's markdowndirectly — edit it there, it changes here.