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Features

The
Case For Game Design Patterns
Outlook
Patterns
are a formal means of documentation, and such means open the door to software
tools for maintaining and editing game design documents. Take screenplays:
word processors can be configured to handle the canonical format for scriptwriting,
and some applications have been designed specifically to support that
movie industry format. Many game companies and game designers have devised
their own internal standards for game design documents. But defining a
standard format for game design documents is of limited use unless there
are editing and search facilities that support and enforce the format.
A pattern language is a natural match for descriptive markup, e.g. XML,
with a huge potential for tool support based on off-the-shelf software.
The value of any "living" document is directly related to the
ease of its maintenance. Structured editing aids structured thinking:
if a design document does not have clear organization, its use of keywords
and names is inconsistent, and relevant information can not be located
quickly when needed, the document is practically useless.
Consequently,
game developers have to make a sustained, conscious effort to define and
describe the recurring elements of their daily work - whether as patterns,
rules or some other method -- so we can begin to create software tools
made or adapted specifically for game design purposes. The case for Alexandrian
game design patterns [22,29] seems strong: they
have proven themselves in other and diverse professions; they are intuitive,
well documented, and a familiar concept to software engineers, yet are
flexible enough to permit anecdotak or informal descriptions of artistic
choices.
Bibliography
[1]
Christopher Alexander. Notes on the Synthesis of Form. (Harvard
University Press 1964, 1966, 1979.) ISBN 0-674-62750-4 (cloth) ISBN 0-674-62751-2
(paper)
[2]
Christopher Alexander, Murray Silverstein, Shlomo Angel, Sara Ishikawa,
and Denny Abrams. The Oregon Experiment. (Oxford University Press,
1975.) ISBN 0-19-501824-9
[3]
Christopher Alexander, Sara Ishikawa, Murray Silverstein, Max Jacobson,
Ingrid Fiksdahl-King, and Shlomo Angel. A Pattern Language: Towns,
Buildings, Construction. (Oxford University Press, 1977.) ISBN 0-19-501919-9
[4]
Christopher Alexander. The Timeless Way of Building. (Oxford University
Press, 1979.) ISBN 0-19-502402-8
[5]
Brad Appleton. Patterns
and Software: Essential Concepts and Terminology. Last update:
Feb. 2000.
[6]
Hal Barwood. "Four of the Four Hundred 2001". (GDC lecture,
2001.)
[7]
Hal Barwood and Noah Falstein. "More of the 400: Discovering Design
Rules 2002" (GDC 2002 lecture)
[8]
Cliff Bleszinski. "The
Art and Science of Level Design." (GDC 2000, pp. 107--118.)
[9]
Jon Blossom and Collette Michaud. "Postmortem:
LucasLearning's Star Wars DroidWorks" (Gamasutra 1999.) Originally
Game Developer magazine, Vol 3, Issue 28, pp. 52-58, July 1999.
[10]
Steven Chen and Duncan Brown. "The
Architecture of Level Design." (GDC 2001 Proceedings, pp. 167--175.)
[11]
Doug Church. "Formal
Abstract Design Tools." (Gamasutra, 1999. Originally Game
Developer magazine, Vol 3, Issue 28, July 1999.)
[12]
Doug Church. "Abdicating Authorship: Goals and Process of Interactive
Design." (GDC 2000, San Jose, Lecture 5403 (not in proceedings).)
[13]
Stephen Clarke-Willson. "Applying
Game Design to Virtual Environments" (Digital Illusion,
ACM Press, Vol. 2, Issue 1, January 1, 1998.)
[14]
(N/A).
[15]
Chris Crawford. The Art of Computer Game Design, Chapter 6: "Design
Techniques and Ideals." 1984.
[16]
Troy Dunniway. "Using
the Hero's Journey in Games." Gamasutra, 1999.
[17]
Troy Dunniway. Professional Game Design. (New Riders. To be published
June 2002. ISBN 0-7357-1184-4. )
[18]
Noah Falstein. "Better By Design: The 400 Project". (Game
Developer magazine, Vol. 9, Issue 3, March 2002, p. 26.)
[19]
Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. Design
Patterns: Elements of Reusable Object-Oriented Software. (Addison
Wesley Longman, 1994.) ISBN 0-201-63361-2.
[20]
Chris Hecker and Zachary Booth Simpson "Game Programming Patterns
& Idioms." Game Developer magazine, Sep. 2000.
[21]
John Hopson "Behavioral
Game Design." Gamasutra, April 2001.
[22]
Bernd Kreimeier. Game Design Patterns. Wordware Publishing, Inc.
To be published March 2003.) ISBN 1-55622-967-4
[23]
Brenda Laurel. Computers as Theatre. (Addison Wesley Longmasn,
Inc. 1991, 1993 ISBN 0-201-55060-1.)
[24]
Marc LeBlanc. "Formal Design Tools: Emergent Complexity, Emergent
Narrative." GDC 2000, San Jose, Lecture 5304 (not in proceedings).
[25]
Gerard Meszaros and Jim Doble "A
Pattern Language for Pattern Writing"
[26]
Pierre-Alain Mueller. Instant UML. (Wrox Press, Ltd., 1997) ISBN
1-861000-87-1.
[27]
Karen Pryor. Don't Shoot The Dog! (Bantam Doubleday, 1999) ISBN:
0-55338-039-7 (revised paperback edition)
[28]
Andrew Rollings and Dave Morris. Game Architecture and Design.
(The Coriolis Group, 2000.) ISBN 1-57610-425-7
[29]
Andrew Rollings and Ernest Adams. Patterns in Game Design. (The
Coriolis Group, to be published May 2002.) ISBN 1-57610-873-2
[30]
Richard Rouse. Game Design: Theory & Practice. (Wordware, Inc.,
2000) ISBN 1-55622-735-3
[31]
Aamod Sane "The
Elements of Pattern Style." December, 1995.
[32]
Viktor Shklosvsky. Theory of Prose Dalkey. (Archive Press 1990,
1991.) ISBN 0-916583-54-6 (cloth) ISBN 0-916583-54-6 (paper).
[33]
Zachary Booth Simpson "Design
Patterns for Computer Games." 1998 CGDC Austin, TX, November
1998, also San Jose, CA, May 1999.
[34]
John Vlissides. "Pattern
Hatching - Seven Habits of Successful Pattern Writers." C++
Report. Nov/Dec 1996, and Pattern Hatching: Design Patterns Applied
(Addison Wesley, 1998).
[35]
Christopher Vogler. The Writer's Journey: Mythic Structure for Writers.
(Michael Wiese Productions, 1998.) ISBN 0-941188-70-1
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