Title: Game Design Patterns one view
1Game Design Patterns- one view
- (Staffan and Jussi)
- Staffan Björk
- PLAY, Interactive Institute
-
- Chalmers University of Technology
2What are game design patterns?
- No definition
- One view
- Our current view
- Important characteristics
- Recurring game mechanics or elements of
interaction in games - Semi-formal inter-dependent descriptions
- Can be intentional or emergent in game designs
3Our motivation
- Need a vocabulary for talking about games
- ALL types of games
- Describe, analyze and compare games focused on
the interaction provided in games - Need to discuss game designs in a structured
fashion - Provide a tool for (experimental) game design
4What can design patterns be used for?
- Inspiration
- Problem-Solving for Game Interaction Design
- Creative design tool
- Communicating with peers
- Communicating with other professions
- Note can be used for any kind of game
5Inspiration
- Avoid getting stuck in the same thoughts
- Avoid missing possible ideas
- Each pattern is an example of possible
interaction in a game - No need to distill ideas from existing games
oneself - Can be used tarot-like for brainstorming
6Problem-Solving for Game Interaction Design
- Understanding why a design has certain unwanted
characteristics - NOT why a game isnt fun or good!
- Give examples of what can be added to a design to
achieve a certain effect
7Creative Design Tool
- Choosing a couple of patterns can be the starting
point for a game concept - Refinement can be done by examining and choosing
subpatterns, gradually building a more concrete
game design - Can be used as a support when designing for new
mediums and genres
8Communicating with Peers
- Offer a neutral definition instead of relying on
that subjective understandings match - Patterns can be used as concise definitions that
make descriptions shorter and more specific
9Communicating with other professions
- Offer a neutral definition instead of rely on
that subjective understandings match - Patterns can be used as concise definitions that
make descriptions shorter and more specific - Avoid jargon specific to profession
- Describe the salient game play elements to
non-gamers
10Our pattern template
- Name
- Description
- Consequences
- Using the pattern
- Relations
- Work upon a structural framework
- Examples will come later
11Our pattern template, cont.Structural framework
12Our pattern template, cont.
- Name
- Preferable short, specific, and idiomatic
- Description
- Concise description of the pattern
- how it affects the structural framework (if it
does) - In what games the pattern is typically found
13Our pattern template, cont.
- Consequences
- What effects on game play the pattern has
- What superior patterns the pattern supports
- Potentially conflicting patterns and why
- Using the pattern
- What components from the structural framework are
required to use the game - Subpatterns that can be used to instantiate the
pattern
14Our pattern template, cont.
- Relations
- Superior patterns
- Subpatterns
- Potentially conflicting patterns
- References
- To descriptions of the phenomena not using
patterns - Games exemplifying the pattern
- Patents
15Differences from other pattern types
- Game phenomena consequences not patterns of
problem-solving - Motivation
- The intent for having a pattern can vary
- The presence of a pattern has several effects
- Solution to instantiating a pattern may simply
lie in making sure a subpattern exists in the
game - Patterns form a web with complex interaction
changing one affects the realization of many other
16Differences from other pattern types, cont.
- Effects of our non-problematic approach
- Allows discussion about non-intentional or
emergent phenomena in games - Avoids risk of viewing patterns as a method for
only removing unwanted effects of a game design
17The need for a pattern collection
- All the previous uses assumed the existence
- Requires less investment to start using any
pattern-based method - Starting point for describing new patterns
- Difficult to jump without the ground
- Validate the methods by using the collection and
documenting the process
18The need for a pattern collection, cont.
- Patterns never exist without other patterns
- The actual manifestation of a pattern in a game
strongly dependent on the other patterns present - Networks of patterns create the game
- Example
- Start with one pattern -gt empty potential
- Start adding patterns -gt the patterns gradually
differentiate the game
19Current Work with Game Design Patterns
- Collecting Game Design Patterns
- Studying Concept use of Professional Game
Designers - Experimental Design using Game Design Patterns
- Putting Patterns to Work
- Master Theses
20Collecting Game Design Patterns
- 200 pattern candidates
- Named
- Related to other patterns
- 80 described patterns
- Methods of identifying patterns
- Studying games (playing them)
- Relating patterns to each other and noticing the
gaps
21Studying Concept use of Professional Game
Designers
- Interviews with ten professional game designers
- Identify new patterns
- Validate already identified patterns
- Identify possible methods of using patterns
22Experimental Design using Game Design Patterns
- Using Patterns for Experimental Design
- Not commercial but research
- Mobile games
- Pervasive games
- Computer-augmented games
- AR games
- Context-sensitive games
23Putting Patterns to Work
- Engaging local companies
- Let them have access to our pattern collection
- Freedom of use
- Short presentation of the ideas behind game
patterns - Paper copies, encourage making note and writing
down new patterns - Interview afterwards of what use the patterns
were and comments about individual patterns
24Master Theses
- Lundgren, Sus
- Joining bits and pieces - how to make entirely
new board games using embedded computer
technology - Svensson, Fredrik
- Digital collectable card games an example of
designing for wireless IT - Thoresson, Johan
- PhotoPhone entertainment possibilities for
games based on camera-equipped mobile phones - Ernholm, Johan Frohm, Malin
- The spy game context-aware multiplayer
event-based games
25And now over to Bernd