Tài liệu hạn chế xem trước, để xem đầy đủ mời bạn chọn Tải xuống
1
/ 38 trang
THÔNG TIN TÀI LIỆU
Thông tin cơ bản
Định dạng
Số trang
38
Dung lượng
3,4 MB
Nội dung
Genesis of a Game Design Pattern 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) 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) Genesis of a Pattern • • • • • • Recognize Analyze Describe Test Evaluate (go back to Analyze) Outcome: – Clear definition of the pattern 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 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! Recognize (example) • Java thread programming -> 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 Recognize (example) • Other brief ideas: – Accumulator to store produced objects – Limit to accumulator – Consumer as factory -> transforms objects to other objects – Producer->consumer chains – Producer->consumer networks Recognize (where to look in games) • • • • Tokens Information structure Control structure Engagements & Closures • Goals • Interaction & Experience • Rules Game Tokens Engagements Players/ Agents Attributes Info Structure Control Structure 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 Describe (diagram) Producer-Consumer with Accumulator P A C Describe (diagram) Producer-Consumer chain with Factory P C F P C 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 protogame • “Redesign” existing games to use the pattern • Apply the pattern in your current work, if possible 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) 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 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 The Reality • • • • The reality is messy… Abstraction of the process Analyze-Define-Test normally intertwined Pattern elimination, mutation, fusion, spinoffs possible in all phases • Difficult work (at least for me) • Some phases are better done in small groups An example of identifying patterns • Board game Carcassonne (Klaus-Jürgen Wrede, published by Hans im Glück 2000) • Simple • Several interacting patterns Example of pattern emerging from token use Tile-laying Example of pattern emerging from closure use Area Enclosure Area Enclosure: other examples • Go • Qix Example of pattern emerging from interaction Hovering Closure Hovering Closure: other examples • Tetris • America’s Army (taking a photo etc.) • Qix Example of pattern emerging from experience Tension Lunch .. .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... Clear definition of the pattern Recognize • Patterns easy to recognize, difficult to define • Play games, think games, dream games, design games, read about games • Other areas for inspiration:... 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 Analyze