Game Design Patterns: a definition “Game design patterns are general descriptions of interaction which occur in games.. Game design patterns are usually identified from existing games wh
Trang 1Genesis of a Game Design Pattern
Trang 2Game Design Patterns: a definition
“Game design patterns are general
descriptions of interaction which occur in
games The patterns are semi-formalized
interrelated tools that can be applied in
situations to generate context-dependent
solutions Game design patterns are usually
identified from existing games where the
interaction pattern may or may not have
been intentionally been promoted by the
game designers.”
(Björk, 2003-05-13)
Trang 3A word about our pattern collection
• We have identified more that 200 patterns
• Will not be used today
– (except as examples)
– Because only ~50% are described
– None are verified enough
– Threshold to start using (you will use it at later workshops)
Trang 5• Patterns easy to recognize, difficult to define
• Play games, think games, dream games, design
games, read about games
• Other areas for inspiration: software engineering, computer science, HCI, architecture, drama, myths and legends, psychology, philosophy of mind,
choreography, music, visual arts, sociology,
human relationships, economics, politics etc etc
Trang 6• Sketchy example in games
• Normally patterns come in groups, networks
• Candidate collection
• More is better!
Trang 7Recognize (example)
• Java thread programming -> producer-consumer model – One thread is producing objects that the consumer thread is gobbling up
• “Hey, this could be a game design pattern also!”
(Civilization)
• Initial name “producer-consumer”
• “One element is producing resources which another element consumes”
• Strategy games
Trang 8Recognize (example)
• Other brief ideas:
– Accumulator to store produced objects
Trang 9Recognize (where to look in games)
Info Structure
Engagements
Attributes
Trang 10• Analyze the group together but start with the main candidate
• The pattern in existing games:
– Think about different genres (RTS, FPS,
MMORPG, strategy, arcade games etc.)
– Think about different kinds of games (board
and card games, children games, table-top and live action RPGs
• Try to imagine the games without the pattern
Trang 11• List games that do not have the pattern:
– Try to find games in same genres as in the
previous list
• Compare the games from each list
– What is the difference in game play?
• How the other ideas are related to the pattern? Are they part of it or separate?
• Relations to other patterns
Trang 12Analyze (example)
• Sid Meier’s Civilization:
– Settlements produce unit
– Units consumed in combat or through new settlements
• Quake III
– Power-ups appear at spawn points
– They are consumed by players picking them up
– Players stats (health, ammo, etc.) are consumed through activity (are players accumulators or factories?)
– Player avatars appear in spawn points and are
Trang 13Analyze (example)
• Civilization without the producer-consumer pattern?
– Would destroy the whole game
• Quake III without the pattern?
Trang 14Analyze (example)
• Games without the pattern:
– Board and strategy games (Chess) with fixed resources, no producer part during the game– Some racing and simulation games (without power-ups)
– Puzzles (ah, but they are not games…)
– What about Poker?
Trang 15Analyze (example)
• Comparison:
• Squad Leader with and without player controlled reinforcements
– Reinforcements increase complexity and
feeling of control (another level of player
Trang 16Analyze (example)
• The other ideas:
– Accumulator turns out to be a pattern of it’s
own Limit is included in accumulator
– Consumer as factory -> the Factory pattern
– Chains and networks are features of the pattern and should be mentioned in the definition
Trang 17• Draft out the first kernel definition (a couple of
sentences)
• Draw a diagram: optional
• Describe how the pattern is used in the example games
• Relationships to existing patterns:
– What other patterns are frequent in the example games?
– How the other patterns affect the pattern?
– Sub/superior patterns
Trang 18• What are the consequences of using the pattern?
• Are the other ideas part of this pattern?
– Or are they separate patterns?
• Modify and elaborate the description according to the template
– Name
– Description
– Consequences
– Using the pattern
– Relations to other patterns
Trang 19Describe (example)
• Producer-Consumer
• “One game element is producing resources, which another element consumes.”
Trang 20Describe (diagram)
Producer-Consumer
Trang 21Describe (example)
• Game examples (Civ, Quake III, Tetris etc.)
• Use of the pattern:
– Production regulation (time, turn, action, event etc.), consumer regulation (automatic, player controlled, mechanics of consumption)
Trang 22Describe (example)
• Consequences:
– Concrete, but very common pattern
– Can regulate the flow of the game
– Can increase the complexity of the game, especially if the players can control the producer-consumer elements
– Can increase the feeling of player control
Trang 23Describe (example)
• Related patterns:
– Subpatterns: Factory, Accumulator,
Symmetric/asymmetric distribution and abilities– Superior: Limited Resources, Trade,
Investments, Resource Management and
Control…
Trang 24Describe (diagram)
Producer-Consumer with Accumulator
A
Trang 25Describe (diagram)
Producer-Consumer chain with Factory
Trang 26• Interaction design exercise:
– Nothing else but the pattern (well, requires
some extras)
– Why it is not a game?
– Add patterns or interactions to make it a game
proto-• “Redesign” existing games to use the pattern
• Apply the pattern in your current work, if possible
Trang 28Test (example)
• Certainly not a game yet
– No goal
• Goal:
– Use Alignment: four tokens in a straight row
• Still not a game:
– No opposition
• Add another player:
– Multiplayer + Transfer of Control between players linked to placing the token
Trang 29• Is this a pattern?
• Is it useful?
• Should it be part of another pattern?
• Should it be discarded altogether?
• Is the description sufficient?
• Start the Analyze-Describe-Test cycle again if need be
Trang 30The Reality
• The reality is messy…
• Abstraction of the process
• Analyze-Define-Test normally intertwined
• Pattern elimination, mutation, fusion, spin-offs possible in all phases
• Difficult work (at least for me)
• Some phases are better done in small groups
Trang 31An example of identifying patterns
• Board game Carcassonne (Klaus-Jürgen Wrede, published by Hans im Glück 2000)
• Simple
• Several interacting patterns
Trang 32Example of pattern emerging from
token use
Tile-laying
Trang 33Example of pattern emerging from
closure use
Area Enclosure
Trang 34Area Enclosure: other examples
• Go
• Qix
Trang 35Example of pattern emerging from
interaction
Hovering Closure
Trang 36Hovering Closure: other examples
• Tetris
• America’s Army (taking a photo etc.)
• Qix
Trang 37Example of pattern emerging from
experience
Tension
Trang 38Lunch