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Game Design Patterns one view

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Title: Game Design Patterns one view


1
Game Design Patterns- one view
  • (Staffan and Jussi)
  • Staffan Björk
  • PLAY, Interactive Institute
  • Chalmers University of Technology

2
What 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

3
Our 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

4
What 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

5
Inspiration
  • 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

6
Problem-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

7
Creative 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

8
Communicating 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

9
Communicating 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

10
Our pattern template
  • Name
  • Description
  • Consequences
  • Using the pattern
  • Relations
  • Work upon a structural framework
  • Examples will come later

11
Our pattern template, cont.Structural framework
12
Our 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

13
Our 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

14
Our pattern template, cont.
  • Relations
  • Superior patterns
  • Subpatterns
  • Potentially conflicting patterns
  • References
  • To descriptions of the phenomena not using
    patterns
  • Games exemplifying the pattern
  • Patents

15
Differences 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

16
Differences 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

17
The 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

18
The 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

19
Current 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

20
Collecting 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

21
Studying 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

22
Experimental 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

23
Putting 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

24
Master 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

25
And now over to Bernd
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