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Genesis of a Game Design Pattern

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... may or may not have been intentionally been promoted by the game designers. ... Example of pattern emerging from token use. Tile-laying ... – PowerPoint PPT presentation

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Title: Genesis of a Game Design Pattern


1
Genesis of a Game Design Pattern
2
Game 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)

3
A 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)

4
Genesis of a Pattern
  • Recognize
  • Analyze
  • Describe
  • Test
  • Evaluate (go back to Analyze)
  • Outcome
  • Clear definition of the pattern

5
Recognize
  • 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.

6
Recognize
  • 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!

7
Recognize (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

8
Recognize (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

9
Recognize (where to look in games)
  • Tokens
  • Information structure
  • Control structure
  • Engagements Closures
  • Goals
  • Interaction Experience
  • Rules

10
Analyze
  • 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

11
Analyze
  • 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

12
Analyze (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

13
Analyze (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!

14
Analyze (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?

15
Analyze (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

16
Analyze (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

17
Describe
  • 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

18
Describe
  • 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

19
Describe (example)
  • Producer-Consumer
  • One game element is producing resources, which
    another element consumes.

20
Describe (diagram)
Producer-Consumer
P
C
21
Describe (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)

22
Describe (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

23
Describe (example)
  • Related patterns
  • Subpatterns Factory, Accumulator,
    Symmetric/asymmetric distribution and abilities
  • Superior Limited Resources, Trade, Investments,
    Resource Management and Control

24
Describe (diagram)
Producer-Consumer with Accumulator
C
P
A
25
Describe (diagram)
Producer-Consumer chain with Factory
P
C
P
C
F
26
Test
  • 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

27
Test (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)

28
Test (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

29
Evaluate
  • 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

30
The 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

31
An example of identifying patterns
  • Board game Carcassonne (Klaus-Jürgen Wrede,
    published by Hans im Glück 2000)
  • Simple
  • Several interacting patterns

32
Example of pattern emerging from token use
  • Tile-laying

33
Example of pattern emerging from closure use
  • Area Enclosure

34
Area Enclosure other examples
  • Go
  • Qix

35
Example of pattern emerging from interaction
  • Hovering Closure

36
Hovering Closure other examples
  • Tetris
  • Americas Army (taking a photo etc.)
  • Qix

37
Example of pattern emerging from experience
  • Tension

38
Lunch
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