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Game Design Patterns

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Title: Game Design Patterns


1
Game Design Patterns
  • Jussi Holopainen, Nokia Research Center
  • Staffan Björk, Interactive Institute

2
Our 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

3
What 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

4
Component 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

5
Component Framework
6
Again, what are game design patterns?
  • Examples
  • Power-Ups
  • Boss Monster
  • Paper-Rock-Scissor
  • Cut Scenes
  • Role Reversal
  • Parallel Lives
  • Orthogonal Unit Differentiation
  • Social Interaction

7
Why 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

8
Yet 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

9
Our 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.)

10
Our 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

11
Our 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

12
Our 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

13
Example 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.

14
Producer-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.

15
Producer-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.

16
Producer-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.

17
Producer-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

18
Uses of game design patterns
  • Inspiration
  • Creative design tool
  • Design verification
  • Problem-Solving for Game Interaction Design
  • Communication and analysis

19
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
  • Can be used tarot-like for brainstorming

20
Inspiration 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.

21
Creative 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

22
Creative 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

23
Design Verification
  • Use of the patterns and the component framework
    to check design against intentions
  • Spot gaps in design
  • Spot overemphasizes
  • Spot redundancies
  • Spot opportunities

24
Problem-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

25
Communication 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

26
Communication 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

27
Communication 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

28
Conclusion
  • 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

29
Further Information
  • Staffan Björk and Jussi Holopainen Patterns in
    Game Design, Charles River Media, 2004.
  • http//www.gamedesignpatterns.org
  • jussi.holopainen_at_nokia.com
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