6. Designing with patterns
There are
several ways to use our collection of patterns. For now we have
organized our patterns into two collections, one focusing on
usability and the other on accessibility, but as future work we also
intend to also organize them by game genre and by the amount of
implementation effort required for implementing them.
Designing for usability
We have
organized our patterns to the player problem categories when
identifying usability problems in games discussed in section 2. Some
of these categories match with some of Nielsen’s heuristics.
Certain patterns such as slow fit in two categories.
Game designers
can take our 5 categories as requirements and then heuristically
evaluate each pattern in the category and decide whether it should be
implemented or not. This can be during the early stages of design or
during the later stages of development.
-
Prevent
waiting
-
Seamless
Gameworld
-
Skippable
Cutscenes
-
Fast
Forward
-
Quick
Save/Load
-
Quick
Restart
-
Quick
Start
-
Pre
Loader Game
-
Arcade
Mode
-
Prevent
errors
-
Slow
-
Rewind
-
Auto Save
-
Visual
Saves
-
Pause
-
Free Look
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-
Communicate
status
-
Instant Replay
-
Game Progress
-
Adapt to the
player
-
Provide help
-
Tutorial Agent
-
Interaction Aids
-
Playground
-
Journal
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However, during the later
stages it may become to expensive to implement a particular pattern.
Though a game designer is probably in a good position to estimate the
implementation effort associated with each pattern, we do think
it is valuable, to provide inexperienced game designers with some
global outline of an effort estimation.
For example, skippable
cutscenes is probably easy to implement. A seamless gameworld poses
some severe constraints on the underlying architecture, preventing it
from being implemented cost effectively during later stages. By
discussing, during requirements analysis, how a pattern could improve
usability and what is required from the system, the mutual awareness
of the restrictions that exist between software engineering and
usability can be raised.
Designing for
accessibility
For
accessibility we have organized the patterns to each different
disability. In general 4 different disabilities have been recognized:
-
Visually
disabled – blindness, low vision, and color blindness.
-
Auditory
disabled – deaf or hard hearing.
-
Physically
disabled - paralysis, neurological disorders, Repetitive Strain Injury
(RSI) and age related issues.
-
Cognitive
disabled – learning disabilities such as dyslexia, dyspraxia,
autism and attention deficit disorder.
-
Auditory
disability
-
Closed
Captioning
-
Interaction
Aids
-
Physical
disability
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-
Visual disability
-
Cognitive
disability
-
Slow
-
Interaction Aids
-
Tutorial Agent
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Making your
game accessible to players with auditory disabilities is probably the
easiest since closed captions can be implemented with little
implementation effort. Making your game accessible to blind people is
probably the most challenging, yet people with low vision could
already benefit from simple mechanisms such automatically facing an
enemy in a first person shooter (interaction aids). Again the game
designer can iterate over the patterns and analyze whether some of
these should be considered.
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