Title: Genesis of a Game Design Pattern
1Genesis of a Game Design Pattern
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)
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)
4Genesis of a Pattern
- Recognize
- Analyze
- Describe
- Test
- Evaluate (go back to Analyze)
- Outcome
- Clear definition of the pattern
5Recognize
- 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.
6Recognize
- Hey, there is a pattern!
- Initial name
- Short (one or two sentences) description of the
particular example - Sketchy example in games
- Normally patterns come in groups, networks
- Candidate collection
- More is better!
7Recognize (example)
- Java thread programming -gt 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
-
8Recognize (example)
- Other brief ideas
- Accumulator to store produced objects
- Limit to accumulator
- Consumer as factory -gt transforms objects to
other objects - Producer-gtconsumer chains
- Producer-gtconsumer networks
9Recognize (where to look in games)
- Tokens
- Information structure
- Control structure
- Engagements Closures
- Goals
- Interaction Experience
- Rules
10Analyze
- 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
11Analyze
- 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
12Analyze (example)
- Sid Meiers 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
consumed in combat - Tetris
- Random blocks are produced when the current block
is stopped - Blocks are consumed when they stop
13Analyze (example)
- Civilization without the producer-consumer
pattern? - Would destroy the whole game
- Quake III without the pattern?
- No power-ups
- No avatar respawns
- Boring game?
- Tetris
- Impossible to imagine!
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?
15Analyze (example)
- Comparison
- Squad Leader with and without player controlled
reinforcements - Reinforcements increase complexity and feeling of
control (another level of player actions) - Regulates the game flow (timed reinforcements)
- More comparisons between different games
necessary
16Analyze (example)
- The other ideas
- Accumulator turns out to be a pattern of its
own. Limit is included in accumulator - Consumer as factory -gt the Factory pattern
- Chains and networks are features of the pattern
and should be mentioned in the definition
17Describe
- 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
18Describe
- 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
19Describe (example)
- Producer-Consumer
- One game element is producing resources, which
another element consumes.
20Describe (diagram)
Producer-Consumer
P
C
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)
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
23Describe (example)
- Related patterns
- Subpatterns Factory, Accumulator,
Symmetric/asymmetric distribution and abilities - Superior Limited Resources, Trade, Investments,
Resource Management and Control
24Describe (diagram)
Producer-Consumer with Accumulator
C
P
A
25Describe (diagram)
Producer-Consumer chain with Factory
P
C
P
C
F
26Test
- 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
proto-game - Redesign existing games to use the pattern
- Apply the pattern in your current work, if
possible
27Test (example)
- Producer
- One resource token for the player
- Consumer
- Player places the token on a game area
- Production regulation
- Consumer triggers the producer
- Consumption
- The token stays on the placed game area (player
loses control)
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
29Evaluate
- 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
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
31An example of identifying patterns
- Board game Carcassonne (Klaus-Jürgen Wrede,
published by Hans im Glück 2000) - Simple
- Several interacting patterns
32Example of pattern emerging from token use
33Example of pattern emerging from closure use
34Area Enclosure other examples
35Example of pattern emerging from interaction
36Hovering Closure other examples
- Tetris
- Americas Army (taking a photo etc.)
- Qix
37Example of pattern emerging from experience
38Lunch