Title: Game Design Patterns
1Game Design Patterns
- Jussi Holopainen, Nokia Research Center
- Staffan Björk, Interactive Institute
2Our perspective Interaction Design
- The design area which focuses on interaction
- Computational technology a powerful enabler
- Describing the interaction in games
- Game Design Patterns
- Describing the facilitators or media of that
interaction - Component framework
- Invariant elements of games
3What are game design patterns?
- A way to describe design choices (or emergent
features) that reoccur in many games - Offers possible explanations to why these design
choices have been made - A guide of how to make similar design choices in
game projects - What is required to make the pattern emerge
- What consequences can the pattern have on game
play? - Work upon the component framework
4Component Framework
- An activity-based model of game interaction
- The medium patterns occur in
- Includes many of traditional concepts used to
describe games - Player, element, rule, goal, etc.
- Lays out the details of how games are constructed
- Describe, analyze and compare games
5Component Framework
6Again, what are game design patterns?
- Examples
- Power-Ups
- Boss Monster
- Paper-Rock-Scissor
- Cut Scenes
- Role Reversal
- Parallel Lives
- Orthogonal Unit Differentiation
- Social Interaction
7Why is this interesting?
- Need a vocabulary for talking about games
- Describe and compare games while focusing on the
interaction provided in games - Need to discuss and do game designs in a
structured fashion - Provide a tool for, especially experimental, game
design
8Yet again, what are game design patterns?
- Important characteristics
- Recurring game mechanics or elements of
interaction in games - Semi-formal inter-dependent descriptions
- Can be intentional or emergent in game designs
- No canonical definition
- Our definition (others are possible)
- Not only a collection of patterns
- The methods in which they can be used
9Our pattern template
- Name
- Description
- Core Definition
- General Description
- Examples
- Using the pattern
- Consequences
- Relations
- References
- Works upon a component framework (game sessions,
rules, players, actions, goals, closures, modes
of play etc.)
10Our pattern template, cont.
- Name
- Preferable short, specific, and idiomatic
- Description
- Concise description of the pattern
- Description of how it affects the component
framework (if it does) - Examples of games in which the pattern is found
11Our pattern template, cont.
- Using the pattern
- What components from the framework are required
to use the game - Patterns that can be used to instantiate or
modulate the pattern - Consequences
- What effects the game pattern has on game play
- What other patterns the pattern supports
- Potentially conflicting patterns and why
12Our pattern template, cont.
- Relations
- Instantiates/Instantiated by
- Modulates/Modulated by
- Potentially conflicting patterns
- References
- To descriptions of the phenomena not using
patterns - Games exemplifying the pattern
- Patents
13Example pattern - Producer-Consumer
- Name
- Producer-Consumer
- Description
- The production of resource by one game element
that is consumed by another game element or game
event. - Producer-Consumer determines the lifetime of game
elements, usually resources, and thus governs the
flow of the game play. - Games usually have several overlapping and
interconnected Producer-Consumers governing the
flow of available game elements, especially
resources. As resources are used to determine the
possible player actions these Producer-Consumer
networks also determine the actual flow of the
game play. Producer-Consumers can operate
recursively, i.e. one Producer-Consumer might
determine the life time of another
Producer-Consumer. Producer-Consumers are often
chained together to form more complex networks of
resource flows.
14Producer-Consumer
- Example in Civilization the units are produced
in cities and consumed in battles against enemy
units and cities. This kind of a
Producer-Consumer is also used in almost all
real-time strategy games. - Example in Asteroids the rocks are produced at
the start of each level and are consumed by the
player shooting at them. The same principle
applies to many other games where the level
progression is based on eliminating, i.e.
consuming, other game elements the pills in
Pac-Man, free space in Qix, and the aliens in
Space Invaders.
15Producer-Consumer
- Using the pattern
- As the name implies, Producer-Consumer is a
compound pattern of Producer and Consumer and as
such this pattern governs how both of these are
instantiated. The effect of producing and
consuming Resources or Units often turns out to
be several different pairs of Producer-Consumers
as the produced game element can be consumed in
many different ways. For example, the Units in
real-time strategy game such as the Age of
Empires series can be eliminated in direct combat
with enemy Units, when bombarded by indirect
fire, and finally when their supply points are
exhausted. The Producer-Consumer in this case
consists of the Producer of the Units with three
different Consumers. - Producer-Consumers are often, especially in
Resource Management games, chained together with
Converters and sometimes Containers. These chains
can in turn be used to create more complex
networks. The Converter is used as the Consumer
in the first Producer-Consumer and as the
Producer in the second. In other words, the
Converter takes the resources produced by the
first Producer and converts them to the resources
produced by the second Producer. - This kind of Producer-Consumer chains sometimes
have a Container attached to the Converter to
stockpile produced Resources. For example, in
real-time strategy game StarCraft something is
produced and taken to the converter and then
converted to something else and stockpiled
somewhere. Investments can be seen as Converters
that are used to convert Resources into other
forms of Resources, possibly abstract ones.
16Producer-Consumer
- Consequences
- As is the case with the main subpatterns Producer
and Consumer of Producer-Consumer, the pattern is
quite abstract but the effects on the flow of the
game are very concrete. The Producer-Consumers
simply govern the whole flow of the game from
games with a single Producer-Consumer to games
with complex and many layered networks of
Producer-Consumers. - The feeling of player control is increased if
players are able to manipulate either the
Producer or the Consumer part or both. However,
in more complex Producer-Consumer chains this can
lead to situations where players lose Illusions
of Influence as the effects of individual actions
can become almost impossible to track down and
the process no longer has Predictable
Consequences. Also, adding new Producer-Consumers
that the players have control over gives them
opportunities for more Varied Gameplay.
Producer-Consumer networks with Converters and
Containers are used in Resource Management games
to accomplish the Right Level of Complexity. The
game usually starts with simple
Producer-Consumers and as the game progresses new
Producer-Consumers are added to the network to
increase the complexity.
17Producer-Consumer
- Relations
- Instantiates Varied Gameplay, Resource
Management - Modulates Resources, Right Level of Complexity,
Investments, Units - Instantiated by Producers, Consumers, Converters
- Modulated by Container
- Potentially Conflicting with Illusions of
Influence, Predictable Consequences
18Uses of game design patterns
- Inspiration
- Creative design tool
- Design verification
- Problem-Solving for Game Interaction Design
- Communication and analysis
19Inspiration
- 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
- Can be used tarot-like for brainstorming
20Inspiration example
- Brainstorming session
- Game for future mobile phones
- 9 participants
- Design requirements
- number of required players 3-12
- technical details has to use Instant Messaging
etc. - use of certain patterns from Bluffing, Social
Interaction, Cooperation, Competition, Hovering
Closure, Uncommitted Alliances, Tension,
Producer-Consumer etc.
21Creative Design Tool
- A collection of patterns as the starting point
for a game concept - Refinement can be done by examining and choosing
additional patterns, gradually building a more
concrete game design
22Creative Design Tool example
- Stimulated Social Interaction
- Trading -gt Resources - gt Producer-Consumer -gt
Asymmetric Distribution -gt Collection - Mutual Goals
- Shared Rewards
- Tension
- Bluffing -gt Asymmetric Information
- Betrayal -gt Uncommitted Alliances -gt
Collaborative Actions -gt Delayed Outcome
23Design Verification
- Use of the patterns and the component framework
to check design against intentions - Spot gaps in design
- Spot overemphasizes
- Spot redundancies
- Spot opportunities
24Problem-Solving in Interaction Design
- Understanding why a design has certain wanted and
unwanted characteristics - NOT why the game isnt fun or good!
- Give examples of what can be added to, or removed
from, a design to achieve a certain effect
25Communication and Analysis
- 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 - Makes the design process more visible
- Explain design decisions
- Identify new patterns
26Communication and Analysis
- Avoid jargon specific to profession
- Allows comparisons with other games
- How same pattern used in different ways
- The selection of patterns used
- How the patterns relate to each other
27Communication and Analysis example
- Patterns as design requirements
- Common understanding of the features of the game
with all stakeholders (publisher, producer,
development team, marketing) - Easier to check if the features present in design
- Design decisions easier to explain
- To achieve Social Interaction I used Trading in
such and such way
28Conclusion
- A possible common language for game design
- A collection of game design knowledge
- Tool for
- Inspiration
- Structured creative design tool
- Design verification
- Problem-solving
- Communication and Analysis
29Further Information
- Staffan Björk and Jussi Holopainen Patterns in
Game Design, Charles River Media, 2004. - http//www.gamedesignpatterns.org
- jussi.holopainen_at_nokia.com