Title: Game Design Patterns
1Game Design Patterns
- Staffan Björk, Tobias Rydenhag Jussi Holopainen
2Disclaimer!
- We are not
- business people
- game designers
- service providers
- programmers (well not in this role)
- We are
- researchers
3People talk about games
- But either as an abstract thing
- Everything is a game and dont ask me about the
details now - Or about a specific game
- and specific details
- But there doesnt seem to be too many common and
well-defined concepts by used - Is it important that things are defined?
4What are game design patterns?
- A way to describe design choices that reoccur in
many games - An explanation to why these design choices have
been made - A guide of how to make similar design choices in
your own game project - What is required to make the pattern emerge
- What consequences can the pattern have on game
play? - We will not talk about the origins of design
patterns in architecture nor its use within
software engineering, human-computer interaction
or interaction design
5Again, what are game design patterns?
- Examples
- Power-Ups
- Boss Monster
- Paper-Rock-Scissor
- Cut Scenes
- Role Reversal
- Parallel Lives
- Orthogonal Unit Differentiation
- Stimulated Social Interaction
6Why 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 game designs in a structured
fashion - Provide a tool for, especially experimental, game
design
7Game Mechanics?
- Similarities
- Describe specific elements of games
- Differences
- Patterns use structured description
- More than one sentence
- Consequences of applying a pattern
- Patterns stresses the influence they have on each
other - Subpatterns
- Superior patterns
- Potential conflicting patterns
8Formal Abstract Design Tools?
- Doug Church
- Formal Abstract Design Tools. Gamasutra, 1999.
Originally Game Developer magazine, Vol 3, Issue
28, July 1999. - Focus
- precise definition and the ability to explain it
to someone else - emphasize the focus on underlying ideas, not
specific genre constructs - form a common vocabulary
- Examples
- INTENTION Making an implementable plan of one's
own creation in response to the current situation
in the game world and one's understanding of the
game play options. - PERCEIVABLE CONSEQUENCE A clear reaction from
the game world to the action of the player.
9400 Design Rules?
- Hal Barwood Noah Falstein
- Better By Design The 400 Project. Game Developer
magazine, Vol. 9, Issue 3, March 2002, p. 26. - http//www.theinspiracy.com/400_project.htm
- Collect proven game design rules and techniques
- Stated as instructions to follow but acknowledge
that there may be trumping rules - Parts
- Imperative Statement
- Domain of Application
- Dominated Rules
- Dominating Rules
- Examples Aliases
- Examples
- Turn Constants into Variables
- Fight Player Fatigue
- Let the Player Turn the Game Off
- Dont Penalize the Player
10Game Design Patterns?!?!
- Berndt Kreimeier has introduced game design
patterns in The Case For Game Design Patterns - www.gamasutra.com/features/20020313/kreimeier_01.h
tm - Concerned with content patterns
- Parts
- Name
- Problem
- Solution
- Consequences
- Focuses on problem-solution pair
11Yet 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
12Our pattern template
- Name
- Description
- Consequences
- Using the pattern
- Relations
- References
- Works upon a structural framework (game sessions,
rules, players, actions, closures, information
structures, control structures, etc.)
13Our 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
14Our pattern template, cont.
- Consequences
- What effects the game pattern has on game play
- 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
15Our pattern template, cont.
- Relations
- Superior patterns
- Subpatterns
- Potentially conflicting patterns
- References
- To descriptions of the phenomena not using
patterns - Games exemplifying the pattern
- Patents
16Structural Framework
- A activity-based model of game interaction
- The medium patterns occur in
- Includes many of traditional concepts used to
describe games
17Structural Framework, cont.
18Example pattern
19Producer-Consumer
- Name
- Producer-Consumer
- Description
- The production of resource by one game element
that is consumed by another game element or game
event
20Producer-Consumer
21Producer-Consumer
- Consequences
- Concrete, and 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
22Producer-Consumer
- Using the pattern
- Production regulation
- Based on time or turn, player actions, game
events, element configuration, continuous
production vs. one-time etc. - Effects what is produced, indicators to players,
play mode changes etc. - Consumption regulation
- Based on and effects as in production
- Use of Factory, Accumulator and other related
patterns
23Producer-Consumer
- Relations
- Subpatterns Factory, Accumulator, Symmetric
distribution, Asymmetric distribution , Symmetric
abilities, Asymmetric abilities, - Superior Limited Resources, Trade, Investments,
Resource Management and Control, - References
- Rolling, A. Adams, E. Andrew Rolling Ernest
Adams On Game Design.
24Break
25Uses of game design patterns
- Inspiration
- Creative design tool
- Design verification
- Problem-Solving for Game Interaction Design
- Communication and analysis
26Inspiration
- 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
27Inspiration 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, Stimulated
Social Interaction, Cooperation, Competition,
Hovering Closure, Coalition Dynamics, Tension,
Producer-Consumer etc.
28Inspiration example
- Brainstorming in groups of three
- The usual slam-each-idea-on-the-table-one-at-the-t
ime - Short, one sentence game features, themes,
characters, mechanics, player to player
interaction etc. - Patterns as anchors
- Group the ideas for more concrete concepts
-
29Creative 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
30Creative Design Tool example
- Setting
- Soap operas
- 4-12 players
- Design exercise for future mobile phones..
- Main patterns
- Stimulated Social Interaction
- Tension
31Creative Design Tool example
- Stimulated Social Interaction
- Trading -gt Producer-Consumer -gt Asymmetric
Distribution -gt Completion of Collection Closure - Mutual Goals
- Shared Rewards
- Tension
- Bluffing -gt Impartial Information
- Possibility of Betrayal -gt Uncommitted Alliances
-gt Collaborative Action -gt Delayed Outcome
32Creative Design Tool example
- Goal of the game
- Create soap opera episodes as comic strips
- Game Components
- Each episode contains 12 scenes
- Scenes require Drama Points Love, Hate, Wealth,
Lust based on characters, setting and mood
(Completion of Collection Closure) - Producers Wish List, i.e. This actor has to be
in 4 scenes
33Creative Design Tool example
- Actions
- Accept wish (Producer of Drama Points, Impartial
Information) - Create scene (Consumer of Drama Points, Impartial
Information, Personalization) - Trade and coalitions (Trading, Bluffing,
Collaborative Actions, Uncommitted Alliances,
Impartial Information) - Complete an episode (Mutual Goals, Shared
Rewards, Delayed Outcome)
34Design Verification
- Use of the patterns and structural framework to
check design against intentions - Spot gaps in design
- Spot overemphasizes
- Spot redundancies
- Spot opportunities
35Problem-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
36Problem-Solving in Interaction Design example
- Imagine a basic racing game
- Complaint Not enough variation in game play
how about some power-ups? - what Power-Ups could exist?
- Give Privileged Actions
- otherwise unavailable (laying mines)
- simply modification (speed-up)
- Replenish Limited Resources (gas)
37Problem-Solving in Interaction Design example
- when should they be available?
- Fixed or variable intervals (Timing, Reward
Schedule) - Consequence of events in the game (e.g. a
character is killed and his weapon can be picked
up by other players) - Rare are Limited Resources
- Where should they appear?
- Predetermined location
- allows players to identify Strategic Points
- Random location (increasing Randomization)
38Problem-Solving in Interaction Design example
- who should be able to take them?
- how long should the effect of the power-up last?
- can disrupt player balance
- Limit the effect (e.g. max health)
- Use as Balancing Effect
- Intangible to players meeting certain criteria
- Power-up available only to disadvantaged players
- Reveal the nature of power-up only after being
picked up (Impartial Information). Modify the
nature of power-up according to the players
status in the game.
39Problem-Solving in Interaction Design example
- Treadmilling in MMOGs
- Repetitive actions for progression
- (Can be) boring, but is necessary
- Use of macros
- Sense of progression
- Strong incentive to stay in the game
- Progression structures
- High sense of achievement (leveling)
- Constant acknowledgements
- Social pressure
40Problem-Solving in Interaction Design example
- Possible modifications
- Diminished Rewards
- Limited Resources
- Variable Reward Schedule
- Possibility of critical failure
- Mentor
41Communication 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
42Communication 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
43Communication 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 Trade in
such and such way
44Conclusion
- A possible common language for game design
- A collection of game design knowledge
- Tool for
- Inspiration
- Structured creative design
- Problem-solving
- Communication and Analysis
45Thank you
- http//www.gamedesignpatterns.org
46Discussion
- Silver-bullet?
- Vitamins or pain-killers?
- Destroys creativity?
- Encyclopedic committee?
47Recommended Reading
- Kreimeier, B. The Case For Game Design Patterns
- www.gamasutra.com/features/20020313/kreimeier_01.h
tm - Kreimeier, B. Game Design Methods A 2003 Survey
- http//www.gamasutra.com/features/20030303/kreimei
er_01.shtml - Wright, W. Dynamics for Designers. Presentation
at GDC 2003 - http//www.gdconf.com/archives/2003/Wright_Will.pp
t - Smith, H. Orthogonal Unit Differentiation,
Presentation at GDC 2003 - http//www.gdconf.com/archives/2003/Smith_Harvey.p
pt - Rollings, A. Adams, E. Andrew Rollings Ernest
Adams on Game Design - Our website www.gamedesignpatterns.org