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The following is a selected excerpt of Chapter 4 from Patterns in Game Design (ISBN
1-53450-354-8) published by Charles River Media, Inc.
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Game
design patterns, either those in this book or patterns made by you or
others, can be used in many different ways. This chapter illustrates a
number of uses of patterns. Explicit methods or instructions are not
included, because the methods would vary considerably between different
game types, and no single method is best for all uses. All methods for
examining or creating games need to be modified for their specific
context. There are several books and papers that more explicitly
describe game design methods (see for example [Costikyan94],
[Church99], [Falstein02], [Adams03], [Fullerton04]) that can be
strengthened by using game design patterns but game design patterns are
not limited to these methods. However, a common set of concepts, such
as game design patterns, offers valuable support for making such
modifications of methods. The use of patterns described in this chapter
can, and in most cases should, be combined and tailored for specific
real world uses.
Target
users are not specified for these uses because they can be applied in
many contexts, for example, identifying patterns in a game may be used
by critics writing reviews or gamers making decisions about purchases.
However, we stress that game design patterns are beneficial to
multidisciplinary groups as they ease communication by providing
neutral definitions based on interaction in games, and they are not
based on any professional jargon found in a specific research field.
The
implementation of game design patterns can be roughly divided into two
different categories: analysis and design. Analysis requires an
existing game—or a prototype or a design document describing a game—so
one can study what game design patterns exist within the game. Design
can refer to the creation of an idea, concept, or description of a game
by using game design patterns, or of formalizing a game idea or concept
into a more structured description.
Analysis: Identifying Game Design Patterns
Analyzing
entails identifying game design patterns in games, game prototypes, or
design documents. Finding game design patterns in games or game
prototypes can be done by test playing the game, either doing it
oneself or through observing others. With design documents, this is not
possible, but by analyzing the descriptions of the games, it is
possible to make a structural analysis to identify game design patterns
in the game. Although not all game design patterns are easily
identifiable by structural analysis, and for many, the certainty of
their existence during gameplay cannot be guaranteed, it is usually
quicker and more ordered than play testing. This is because play
testing causes a conflict of interest between studying the game design
and trying to play the game when doing it oneself, and from the vast
amount of data generated when observing others.
Structural
analysis cannot only be made from design documents but also from static
descriptions in games and prototypes, such as instruction manuals or
code. This flexibility allows for play testing and structural analysis
to be combined to perform more efficient and reliable examinations. For
example, one can first make a quick structural analysis of a game to
determine the easily identifiable game design patterns then observe
people playing the game to confirm these game design patterns and
identify new game design patterns. A second round of structural
analysis can then be performed to understand how the identified game
design patterns relate to each other, possibly through previously
unidentified game design patterns.
For
categorization purposes, game design pattern analysis of collections of
games can be performed to allow them to be sorted by their similarities
or differences. Besides offering a multitude of dimensions for
measuring how games compare to one another, collections of patterns can
be used to identify or understand genres.
Identifying
patterns in a game design can be beneficial from a business
perspective, because it helps in analyzing the products of competitors.
Structural Analysis
The
aim of structural analysis is to understand what patterns exist in a
game design without actually playing the game, regardless of whether
the game design is expressed through an actual game, a prototype, or a
design document. Many game design patterns are formed around concepts
already existing in gamer and game designer communities. Making a quick
sweep through a game design to find these well-known concepts and
matching them against game design patterns is an efficient way of
getting an initial understanding of the game.
From
an initial set of game design patterns, one can then expand the set
through many different methods, but two more structured ways are based
upon using either the component framework or the relationship lists of
the initial set. Using the component framework described in Chapter 2
allows the initial set of identified game design patterns to be placed
on a treelike structure. By focusing on each branch of the tree in
turn, the analysis will have considered holistic, boundary, temporal,
and structural game components and the different subcategories of
these. The relationship lists of the initial set can be used to
identify additional game design patterns simply by systematically
going through the patterns mentioned in the lists and by considering
whether they appear in the game design.
When
no further game patterns can be identified in a design, the structural
analysis of the game design can be considered concluded, or the
appearance of similar patterns in different parts of gameplay can be
examined to try and identify potential design decisions above the game
design pattern level. The robustness of the analysis can also be tried
at this stage by seeing if there are any isolated groups of patterns
that are not interrelated to other patterns.
Example: The analysis of Pac-Man
in Chapter 2 provides a basic understanding of the game. For a more
detailed description, the analysis can be expanded by identifying game
design patterns in each category and then identifying subpatterns and
how all patterns in the game relate to each other. The existing
analysis gives many game design patterns to start with: the holistic
category gives Lives, High Score List, and Meta Games; the boundary category gives goals of Collection, Levels, and Role Reversal (through the power pill); the temporal category gives Time Limit, Movement, Geometric Rewards for Investments (regarding the number of captured ghosts); and the structural category gives Enemies, Power-Ups, and Inaccessible Areas.
Play Testing
Play
testing can aid in identifying game design patterns as they appear in
gameplay. The primary advantage of this type of analysis is that it can
detect unintentional and emergent game design patterns that structural
analysis has problems detecting. The negative aspect of play testing is
that it makes focusing on particular areas of gameplay more difficult
without ruining the gameplay and risks totally missing game design
patterns depending on what composition of players one has. This can
partially be mitigated by having the people doing the analysis also
play the game, but this divides their intentions and may prevent the
fully intended gameplay to take place and may lessen players' immersion
in the game.
Play
testing requires additional tools and material to be used while the
game is being played so that the play sessions can be recorded. To
create fully normal play sessions, these have to be set up so that they
do not disturb the players, and the people doing the observations need
to be unobservable or ignorable by the players. Many of the methods
used for understanding user behavior in human-computer interaction and
interaction design can, with minor changes, be used to study people
playing games (see for example [Preece02]).
Analyzing
the material collected from play sessions typically takes a
significantly longer time than the actual sessions. Understanding the
reactions or reasoning of players, or their social interaction, can be
particularly difficult and take a long time. Questioning or
interviewing players after the play sessions can help but may not be
completely accurate since their answers are interpretations of how they
perceived their own actions.
Example: Many
of the more abstract design goals of games, for example player balance
and emotional responses, are impossible to predict without play
testing. If the results of play testing are used to identify game
design patterns, for example the presence or absence of Illusion of Influence and Perceived Chance to Succeed,
the knowledge contained in the pattern descriptions can be used to
adjust the game design to the intended gameplay. This can become easier
if the more abstract design goals have been described as game design
patterns also, for example, that the game should have Tension in the Social Interaction and Player Constructed Worlds.
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