7. Discussion
The question remains how detailed or
elaborated ID patterns for games need to be. Experienced game
designers may find most patterns trivial and dismiss them. For
beginners they might prove useful. The issue of detailedness of a
pattern is a general ‘problem’ in design pattern research.
Nonetheless, we feel that the level of detailedness we show in our
patterns allows the patterns to be useful for both UI designer and
software engineers while not being too detailed.
Sometimes it’s hard to describe a
pattern without having to make some basic assumptions about an
underlying mechanism. When describing our auto save pattern we found
it very difficult to describe it without actually specifying
something about “saving” in general. In our pattern description
we assume players can save games but why is this? Is saving a
usability feature or is this pure functionality? In the case of word
processors one cannot imagine a system without the ability to save
but for certain games this very well possible (such as beat'em up
games).
When we started this collection we
initially focused on identifying patterns that are “unique” to
the games domain. This is very hard as certain patterns that we
identified such as autosave, and visual saves are also found in
desktop software. The preview pattern is related to our visual saves
pattern.
It can be argued that visual saves is a domain specific
implementation of this generic pattern. For the completeness of our
collection we decided to include this pattern even if it is a child
of a more generic pattern. It is not our purpose to translate generic
patterns to game specific patterns as patterns should be defined as
domain independent as possible.
8. Conclusions
Interaction design for games is difficult
and often relies upon years of experience. Interaction design
patterns can capture the best practices of game interaction design in
a much richer format than game heuristics and are hence more usable
as tools for designers. Existing interaction design pattern
collections focus on web and user interfaces for general purpose
software, which makes them hard to apply to game design. We have
developed a collection of interaction design patterns that describe
solutions to typical usability and accessibility problems in games.
Our patterns have been harvested from existing games.
The format and scope of our patterns can
contribute to the development of a larger number of patterns than
that we have now.
Such a body of knowledge may then
effectively be used to inform interaction design for games; it may
aid communication during early design, leading to games with fewer
usability and accessibility problems, and potentially leading to
increasing sales.
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