Patterns in game design:
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boston, Mass.
Charles River Media
2005
|
Ausgabe: | 1. ed. |
Schriftenreihe: | Charles River Media game development series
|
Schlagworte: | |
Online-Zugang: | Table of contents Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 411-414) and index |
Beschreibung: | XVII, 423 S. graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 1584503548 |
Internformat
MARC
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020 | |a 1584503548 |c alk. paper |9 1-58450-354-8 | ||
035 | |a (OCoLC)56672161 | ||
035 | |a (DE-599)BVBBV021598865 | ||
040 | |a DE-604 |b ger |e aacr | ||
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100 | 1 | |a Björk, Staffan |e Verfasser |4 aut | |
245 | 1 | 0 | |a Patterns in game design |c Staffan Björk ; Jussi Holopainen |
250 | |a 1. ed. | ||
264 | 1 | |a Boston, Mass. |b Charles River Media |c 2005 | |
300 | |a XVII, 423 S. |b graph. Darst. |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Charles River Media game development series | |
500 | |a Includes bibliographical references (p. 411-414) and index | ||
650 | 4 | |a Computer games |x Programming | |
650 | 0 | 7 | |a Programmierung |0 (DE-588)4076370-5 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
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689 | 0 | 1 | |a Entwicklung |0 (DE-588)4113450-3 |D s |
689 | 0 | |5 DE-604 | |
689 | 1 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 1 | 1 | |a Programmierung |0 (DE-588)4076370-5 |D s |
689 | 1 | |5 DE-604 | |
700 | 1 | |a Holopainen, Jussi |e Verfasser |4 aut | |
856 | 4 | |u http://www.loc.gov/catdir/toc/ecip052/2004023500.html |3 Table of contents | |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014814232&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-014814232 |
Datensatz im Suchindex
_version_ | 1804135379860717568 |
---|---|
adam_text | S Contents
Acknowledgments
xvii
Part
I Background I
1
Introduction
3
A
Language for Talking About
Gameplay 3
Words of Warning
4
A Quick Tour
4
A Language for All
5
2
An Activity-Based Framework for Describing Games
7
Parts of the Framework
8
Holistic Components
9
Boundary Components
14
Temporal Components
19
Structural Components
23
Using the Framework
27
Example Analysis:
Рас
-Man
27
Summary
31
Conclusion
31
References
31
3
Game Design Patterns
33
Characteristics of Game Design Patterns
34
Semiformal
Descriptions
35
Interrelated Descriptions
35
Hierarchies of Patterns
37
Intentional or Emergent Presence
37
VÍ
Contents
io
Game Design
Pattern Template
38
Name
Core Definition
38
General Description
TO
Using the Pattern
39
Consequences
■xg
Relations
39
References
39
Conclusion
References
4
Using Design Patterns 41
Analysis: Identifying Game Design Patterns
42
Structural Analysis
42
Play Testing
43
Design: Applying Game Design Patterns
44
Idea Generation
45
Development of Game Concepts
46
Problem Solving
47
Communication
47
Conclusion
48
References
48
Partii
The Pattern Collection
51
Development of Our Pattern Collection
51
Theoretical Foundation
51
Transforming Game Mechanics into Game Design Patterns
51
Harvesting Patterns by Analyzing Games
52
Interviews
52
Creating the Pattern Collection
52
Comments on the Pattern Collection
53
Contents
VII
5 Game Design
Patterns for Game
Elements 55
Game
Worlds
55
Game World 55
Reconfigurable Game World 58
Levels
60
Inaccessible Areas
62
Consistent Reality Logic
64
Alternative Reality
67
Moveable Tiles
68
Objects
70
Enemies
70
Boss Monsters
73
Deadly Traps
74
Obstacles
75
Avatars
77
Units
79
Tools
82
Controllers
84
Alarms
85
Pick-Ups
87
Power-Ups
88
Clues
90
Extra-Game Information
92
Additional Patterns
93
Abstract Objects
93
Score
93
High Score Lists
96
Lives
97
Additional Patterns
100
viii Contents
Locations
100
Strategie
Locations
100
Outstanding Features
102
Chargers
104
Additional Patterns
105
6
Game Design Patterns for Resource and Resource Management
107
Types of Resources
107
Resources
107
Additional Patterns
110
Resource Control
111
Producer-Consumer
111
Ownership
112
Resource Management
115
Additional Patterns
117
Progress
118
Investments
118
Diminishing Returns
121
Additional Patterns
122
7
Game Design Patterns for Information, Communication,
and Presentation
123
Information Quality
123
Imperfect Information
124
Perfect Information
128
Uncertainty
ofinformation
130
Additional Patterns
133
Information Distribution
133
Symmetric Information
133
Asymmetric Information
135
Public Information
137
Contents
ЇХ
Information Access 139
Communication
Channels 139
Additional Patterns
141
Indicators
142
Additional Patterns
142
Information Presentation
142
Game State Overview
142
Additional Patterns
144
8
Actions and Events Patterns
145
Actions
145
Combat
145
Movement
147
Maneuvering
149
Aim
&
Shoot
150
Construction
153
Additional Patterns
154
Action Control
155
Privileged Abilities
155
Asymmetric Abilities
158
Limited Set of Actions
160
Downtime
162
Experimenting
164
Transfer of Control
166
Interruptible Actions
168
Focus Loci
169
New Abilities
172
Improved Abilities
174
Ability Losses
175
Decreased Abilities
177
Extended Actions
178
Contents
Irreversible
Actions
Save-Load
Cycles 182
Additional Patterns 184
Rewards and Penalties 184
Rewards 184
Penalties 188
Illusionary Rewards
191
Additional Pattern 193
Events
1 ^
Ultra-Powerful Events 194
Additional Patterns 196
9
Came Design Patterns for Narrative Structures, Predictability,
and Immersion Patterns
197
Evaluation
197
Delayed Effects
198
Hovering Closures
199
Illusion of Influence
201
Perceived Chance to Succeed
203
Additional Patterns
205
Immersion
205
Immersion
205
Anticipation
207
Additional Patterns
209
Creative Control
209
Freedom of Choice
209
Creative Control
211
Storytelling
213
Additional Patterns
216
Narrative Structures
216
Narrative Structures
216
Tension
219
Contents
X¡
Characters
222
Character Development
224
Planned Character Development
226
Identification
228
Higher-Level Closures as
Gameplay
Progresses
229
Surprises
231
Cut Scenes
233
Easter Eggs
234
Additional Pattern
236
10
Game Design Patterns for Social Interaction
237
Competition
237
Competition
238
Conflict
239
Player Killing
241
Betrayal
243
Additional Patterns
245
Collaboration
245
Cooperation
245
Additional Patterns
247
Group Activities
247
Team Play
247
Alliances
250
Roleplaying
252
Constructive Play
255
Player Decided Results
256
Additional Patterns
258
Stimulated Social Interaction
259
Social Interaction
259
Trading
262
Bidding
267
XU Contents
Bluffing 269
• · 271
Negotiation
273
Social
Dilemmas
Additional Pattern 276
11
Game Design Patterns for Goals 277
Goals of Ownership and Overcoming Opposition
277
Gain Ownership 278
Overcome 28°
Stealth 283
Eliminate 284
Rescue 286
Capture 287
Evade
289
Conceal
290
Race
292
Goals of Arrangement
295
Collection
295
Additional Patterns
296
Goals of Persistence
297
Guard
297
Survive
298
Traverse
300
Additional Patterns
302
Goals of Information and Knowledge
302
Gain Information
302
Gain Competence
304
Exploration
306
Additional Pattern
308
Contents xiii
12 Game Design
Patterns for Goal Structures
309
Goal
Characteristics
310
Predefined
Goals 310
Dynamic Goal
Characteristics
312
Optional Goals 314
Interferable Goals 315
Player
Defined
Goals 317
Additional Patterns
319
Relations Between Goals
320
Preventing Goals
320
Hierarchy of Goals
321
Tournaments
324
Incompatible Goals
327
Selectable Sets of Goals
328
Supporting Goals
330
Additional Patterns
333
Relations Between Goals and Players
333
Symmetric Goals
333
Asymmetric Goals
334
Committed Goals
336
Additional Pattern
338
13
Game Design Patterns for Game Sessions
339
Game and Play Sessions
339
Real-Time Games
339
Asynchronous Games
341
Synchronous Games
343
Single-Player Games
344
Multiplayer Games
345
Turn-Based Games
347
Closure Points
349
Additional Patterns
350
xiv Contents
Player
Activity
350
л
ГЛ
Player Elimination
350
Analysis Paralysis
352
The Show Must Go On
353
Agents
355
Additional Patterns
355
14
Came Design Patterns for Game Mastery and Balancing
357
Game Mastery
357
Game Mastery
357
Empowerment
360
Timing
362
Rhythm-Based Actions
363
Dexterity-Based Actions
364
Memorizing
366
Puzzle Solving
368
Luck
370
Additional Patterns
371
Planning
371
Tradeoffs
371
Randomness
373
Risk/Reward
375
Predictable Consequences
378
Limited Planning Ability
380
Strategic Knowledge
382
Stimulated Planning
384
Additional Patterns
386
Balancing
387
Balancing Effects
387
Symmetry
389
Team Balance
391
Contents
Xl
Right Level of Difficulty
392
Right Level of Complexity
394
Handicaps
396
Paper-Rock-Scissors
398
Additional Pattern
399
15
Game Design Patterns for
Meta
Games, Replayability,
and Learning Curves
401
Meta
Games
401
Meta
Games
401
Additional Patterns
403
Replayability and Learning Curves
403
Replayability
403
Varied
Gameplay
405
Smooth Learning Curves
408
Additional Pattern
410
Appendix A Further Reading
411
Appendix
В
About the CD-ROM
415
Index
417
|
adam_txt |
S Contents
Acknowledgments
xvii
Part
I Background I
1
Introduction
3
A
Language for Talking About
Gameplay 3
Words of Warning
4
A Quick Tour
4
A Language for All
5
2
An Activity-Based Framework for Describing Games
7
Parts of the Framework
8
Holistic Components
9
Boundary Components
14
Temporal Components
19
Structural Components
23
Using the Framework
27
Example Analysis:
Рас
-Man
27
Summary
31
Conclusion
31
References
31
3
Game Design Patterns
33
Characteristics of Game Design Patterns
34
Semiformal
Descriptions
35
Interrelated Descriptions
35
Hierarchies of Patterns
37
Intentional or Emergent Presence
37
VÍ
Contents
io
Game Design
Pattern Template
38
Name
Core Definition
38
General Description
TO
Using the Pattern
39
Consequences
■xg
Relations
39
References
39
Conclusion
References
4
Using Design Patterns 41
Analysis: Identifying Game Design Patterns
42
Structural Analysis
42
Play Testing
43
Design: Applying Game Design Patterns
44
Idea Generation
45
Development of Game Concepts
46
Problem Solving
47
Communication
47
Conclusion
48
References
48
Partii
The Pattern Collection
51
Development of Our Pattern Collection
51
Theoretical Foundation
51
Transforming Game Mechanics into Game Design Patterns
51
Harvesting Patterns by Analyzing Games
52
Interviews
52
Creating the Pattern Collection
52
Comments on the Pattern Collection
53
Contents
VII
5 Game Design
Patterns for Game
Elements 55
Game
Worlds
55
Game World 55
Reconfigurable Game World 58
Levels
60
Inaccessible Areas
62
Consistent Reality Logic
64
Alternative Reality
67
Moveable Tiles
68
Objects
70
Enemies
70
Boss Monsters
73
Deadly Traps
74
Obstacles
75
Avatars
77
Units
79
Tools
82
Controllers
84
Alarms
85
Pick-Ups
87
Power-Ups
88
Clues
90
Extra-Game Information
92
Additional Patterns
93
Abstract Objects
93
Score
93
High Score Lists
96
Lives
97
Additional Patterns
100
viii Contents
Locations
100
Strategie
Locations
100
Outstanding Features
102
Chargers
104
Additional Patterns
105
6
Game Design Patterns for Resource and Resource Management
107
Types of Resources
107
Resources
107
Additional Patterns
110
Resource Control
111
Producer-Consumer
111
Ownership
112
Resource Management
115
Additional Patterns
117
Progress
118
Investments
118
Diminishing Returns
121
Additional Patterns
122
7
Game Design Patterns for Information, Communication,
and Presentation
123
Information Quality
123
Imperfect Information
124
Perfect Information
128
Uncertainty
ofinformation
130
Additional Patterns
133
Information Distribution
133
Symmetric Information
133
Asymmetric Information
135
Public Information
137
Contents
ЇХ
Information Access 139
Communication
Channels 139
Additional Patterns
141
Indicators
142
Additional Patterns
142
Information Presentation
142
Game State Overview
142
Additional Patterns
144
8
Actions and Events Patterns
145
Actions
145
Combat
145
Movement
147
Maneuvering
149
Aim
&
Shoot
150
Construction
153
Additional Patterns
154
Action Control
155
Privileged Abilities
155
Asymmetric Abilities
158
Limited Set of Actions
160
Downtime
162
Experimenting
164
Transfer of Control
166
Interruptible Actions
168
Focus Loci
169
New Abilities
172
Improved Abilities
174
Ability Losses
175
Decreased Abilities
177
Extended Actions
178
Contents
Irreversible
Actions
Save-Load
Cycles 182
Additional Patterns 184
Rewards and Penalties 184
Rewards 184
Penalties 188
Illusionary Rewards
191
Additional Pattern 193
Events
1'^
Ultra-Powerful Events 194
Additional Patterns 196
9
Came Design Patterns for Narrative Structures, Predictability,
and Immersion Patterns
197
Evaluation
197
Delayed Effects
198
Hovering Closures
199
Illusion of Influence
201
Perceived Chance to Succeed
203
Additional Patterns
205
Immersion
205
Immersion
205
Anticipation
207
Additional Patterns
209
Creative Control
209
Freedom of Choice
209
Creative Control
211
Storytelling
213
Additional Patterns
216
Narrative Structures
216
Narrative Structures
216
Tension
219
Contents
X¡
Characters
222
Character Development
224
Planned Character Development
226
Identification
228
Higher-Level Closures as
Gameplay
Progresses
229
Surprises
231
Cut Scenes
233
Easter Eggs
234
Additional Pattern
236
10
Game Design Patterns for Social Interaction
237
Competition
237
Competition
238
Conflict
239
Player Killing
241
Betrayal
243
Additional Patterns
245
Collaboration
245
Cooperation
245
Additional Patterns
247
Group Activities
247
Team Play
247
Alliances
250
Roleplaying
252
Constructive Play
255
Player Decided Results
256
Additional Patterns
258
Stimulated Social Interaction
259
Social Interaction
259
Trading
262
Bidding
267
XU Contents
Bluffing 269
• · 271
Negotiation
273
Social
Dilemmas
Additional Pattern 276
11
Game Design Patterns for Goals 277
Goals of Ownership and Overcoming Opposition
277
Gain Ownership 278
Overcome 28°
Stealth 283
Eliminate 284
Rescue 286
Capture 287
Evade
289
Conceal
290
Race
292
Goals of Arrangement
295
Collection
295
Additional Patterns
296
Goals of Persistence
297
Guard
297
Survive
298
Traverse
300
Additional Patterns
302
Goals of Information and Knowledge
302
Gain Information
302
Gain Competence
304
Exploration
306
Additional Pattern
308
Contents xiii
12 Game Design
Patterns for Goal Structures
309
Goal
Characteristics
310
Predefined
Goals 310
Dynamic Goal
Characteristics
312
Optional Goals 314
Interferable Goals 315
Player
Defined
Goals 317
Additional Patterns
319
Relations Between Goals
320
Preventing Goals
320
Hierarchy of Goals
321
Tournaments
324
Incompatible Goals
327
Selectable Sets of Goals
328
Supporting Goals
330
Additional Patterns
333
Relations Between Goals and Players
333
Symmetric Goals
333
Asymmetric Goals
334
Committed Goals
336
Additional Pattern
338
13
Game Design Patterns for Game Sessions
339
Game and Play Sessions
339
Real-Time Games
339
Asynchronous Games
341
Synchronous Games
343
Single-Player Games
344
Multiplayer Games
345
Turn-Based Games
347
Closure Points
349
Additional Patterns
350
xiv Contents
Player
Activity
350
л
ГЛ
Player Elimination
350
Analysis Paralysis
352
The Show Must Go On
353
Agents
355
Additional Patterns
355
14
Came Design Patterns for Game Mastery and Balancing
357
Game Mastery
357
Game Mastery
357
Empowerment
360
Timing
362
Rhythm-Based Actions
363
Dexterity-Based Actions
364
Memorizing
366
Puzzle Solving
368
Luck
370
Additional Patterns
371
Planning
371
Tradeoffs
371
Randomness
373
Risk/Reward
375
Predictable Consequences
378
Limited Planning Ability
380
Strategic Knowledge
382
Stimulated Planning
384
Additional Patterns
386
Balancing
387
Balancing Effects
387
Symmetry
389
Team Balance
391
Contents
Xl
Right Level of Difficulty
392
Right Level of Complexity
394
Handicaps
396
Paper-Rock-Scissors
398
Additional Pattern
399
15
Game Design Patterns for
Meta
Games, Replayability,
and Learning Curves
401
Meta
Games
401
Meta
Games
401
Additional Patterns
403
Replayability and Learning Curves
403
Replayability
403
Varied
Gameplay
405
Smooth Learning Curves
408
Additional Pattern
410
Appendix A Further Reading
411
Appendix
В
About the CD-ROM
415
Index
417 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Björk, Staffan Holopainen, Jussi |
author_facet | Björk, Staffan Holopainen, Jussi |
author_role | aut aut |
author_sort | Björk, Staffan |
author_variant | s b sb j h jh |
building | Verbundindex |
bvnumber | BV021598865 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 324 ST 690 SU 500 |
ctrlnum | (OCoLC)56672161 (DE-599)BVBBV021598865 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
discipline_str_mv | Sport Informatik |
edition | 1. ed. |
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id | DE-604.BV021598865 |
illustrated | Illustrated |
index_date | 2024-07-02T14:46:58Z |
indexdate | 2024-07-09T20:39:35Z |
institution | BVB |
isbn | 1584503548 |
language | English |
lccn | 2004023500 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-014814232 |
oclc_num | 56672161 |
open_access_boolean | |
owner | DE-384 DE-703 DE-523 DE-355 DE-BY-UBR DE-898 DE-BY-UBR DE-573 |
owner_facet | DE-384 DE-703 DE-523 DE-355 DE-BY-UBR DE-898 DE-BY-UBR DE-573 |
physical | XVII, 423 S. graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | Charles River Media |
record_format | marc |
series2 | Charles River Media game development series |
spelling | Björk, Staffan Verfasser aut Patterns in game design Staffan Björk ; Jussi Holopainen 1. ed. Boston, Mass. Charles River Media 2005 XVII, 423 S. graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Charles River Media game development series Includes bibliographical references (p. 411-414) and index Computer games Programming Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Entwicklung (DE-588)4113450-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Entwicklung (DE-588)4113450-3 s DE-604 Programmierung (DE-588)4076370-5 s Holopainen, Jussi Verfasser aut http://www.loc.gov/catdir/toc/ecip052/2004023500.html Table of contents Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014814232&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Björk, Staffan Holopainen, Jussi Patterns in game design Computer games Programming Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd Entwicklung (DE-588)4113450-3 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4010457-6 (DE-588)4113450-3 |
title | Patterns in game design |
title_auth | Patterns in game design |
title_exact_search | Patterns in game design |
title_exact_search_txtP | Patterns in game design |
title_full | Patterns in game design Staffan Björk ; Jussi Holopainen |
title_fullStr | Patterns in game design Staffan Björk ; Jussi Holopainen |
title_full_unstemmed | Patterns in game design Staffan Björk ; Jussi Holopainen |
title_short | Patterns in game design |
title_sort | patterns in game design |
topic | Computer games Programming Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd Entwicklung (DE-588)4113450-3 gnd |
topic_facet | Computer games Programming Programmierung Computerspiel Entwicklung |
url | http://www.loc.gov/catdir/toc/ecip052/2004023500.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014814232&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT bjorkstaffan patternsingamedesign AT holopainenjussi patternsingamedesign |