Gameplay design patterns presentation at dragon's lair, stockholm, sweden 2014 01-30
1. Gameplay Design Patterns
A language to support game design
Staffan Björk
Interactive Institute & Gothenburg University
2. Takeaway
The idea behind Gameplay Design Patterns
How these can be used to externalize your
knowledge
How these can be used to develop game concepts
3. Who am I?
Associate Professor,
Gothenburg University
Senior Researcher,
Interactive Institute
Gamer
Not so much game
designer
Made one game – a paperrock-scissors pancake game
where all game components
are eatable…
11. Differences between Design and Craftwork
Knowledge transferal
Crafts are primarily learned
by imitation
Practitioners can not
motivate why one does
things one way
Unintentional trial-and-error
experiments
Information about designs
are only recorded in the
produced artifact
12.
13. Challenges in Gameplay Design
Exploit new platforms and technologies
Understanding differences between games
Explore value of different design
possibilities
Explain values of novel game concepts
Gain understanding within teams
Communication between developers and
stakeholders
Depersonalize intended gameplay
Describe gameplay problems
Specify foci of gameplay evaluations
13/58
14. Design is typically a Wicked Problem
Characteristics of Wicked Problems
Not understood until after solutions are found
Have no stopping rule
Solutions are not right or wrong
Every problem is essentially novel and unique
Every solution is a 'one shot operation'
Solutions have no given alternatives
How to Mitigate Wicked Problems?
Methods
Language to discuss aspects or parts of the problem
16. Gameplay
The goal-driven activities related to a game system
whose values are solely described in direct relation to
that game system
Boundaries
Not Diegetic Aspects
Not Interfaces Aspects
Not Narrative Aspects
But these are often interrelated in game designs
18. Gameplay Design Patterns
A way to describe reoccurring design choices
A guide of how to make similar design choices in
game projects
Offers possible explanations to why these design
choices have been made
Codify unintentional features so they can be
intentional choices in later designs
What is required to make a pattern emerge
What consequences do a pattern have?
Not only problem solving
Gameplay Design Patterns a way to describe
components on all levels within the design
language
19. Gameplay Design Pattern Examples
Power-Ups
First Person Views
Sequences of storytelling where players cannot act
Parallel Lives
The act of taking aim at something and then shooting at it
Cut Scenes
Players are shown the game world as if they were inside it
Aim & Shoot
Game elements that activate time-limited advantages when
collected
Game elements that when individually lost do not interrupt
gameplay, but do so when all are lost. High
High Score Lists
The storing of scores after games have finished so the they
can be compared
20. But what about Game Mechanics?
“methods invoked by agents, designed for
interaction with the game state” (Sicart, 2008)
“game mechanics are best described with
verbs” (Järvinen, 2008)
Inspired by OO-programing
Move, Attack, Climb, Take, Push, etc.
Agents not only players
21. What is the difference?!?
Basically, relations
Sicart does talk about the need to trace
relationship but does not argue for documenting
general relations
Only specific ones found in specific games
Patterns includes more abstract phenomena
Not only verbs
Observable features and experiences
22. Gameplay Design Pattern Relations
Small changes in a game can have large effects on
gameplay and overall game experience
This due delicate balances, risk/reward, meaningful choices, etc.
Patterns related to each other
Explains effects of having a pattern
Proposes possible causes for a pattern to be in a design
Provides alternatives how to make a pattern emerge in a design
Suggests ways of modifying patterns
Alerts of possible incompatibilities
23. Types of relations
Can Instantiate
α(β)→ α⃰
High Score Lists ( Tiebreakers ) → High Score Lists⃰
Potentially Conflicting With
α←β
Cut Scenes ← Dedicated Game Facilitators
Can Be Modulated By
β(α)→β⃰
Game World ( First-Person Views ) → Game World ⃰
Can Be Instantiated By
Parallel Lives → Attention Swapping
Can Modulate
α→β
First-Person Views ≠ God Views
α≠β
28. MDA - Eight Kinds of "Fun"
1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
29. Different Levels of Patterns
Patterns fit into the MDA framework
Mechanical gameplay patterns
Dynamic gameplay patterns
E.g. Power-Ups, Aim & Shoot, Cut Scenes
E.g. Red Queen Dilemmas, Choke points
Aesthetical gameplay patterns
E.g. Player Adaptability, Camaraderie
32. Identify Design Spaces within Games
Basically analyzing games to see how well
they contain features some theory describes
Identifies specific design possibilities
Lacking features are also design possibilities
Examples
Designing believable NPCs
Own agenda, Dissectible bodies…
Social NPCs
Dialogue systems
33. Classify Games Based on Patterns
Pervasive Games
120 game examples
a set of 75 possible
patterns
34.
35. CRPGs genres using combat patterns
40 games/series
300+ patterns…
Four main categories
Ubiquitous
Cluster Distinguishing
Flavor
Meta
37. Dark Patterns
“Patterns used intentionally by a
game creator to cause negative
experiences for players which are
against their best interests and
likely to happen without their
consent.”
Examples
Grinding
Playing by Appointment
Pay to Skip
Pre-Delivered Content
Monetized rivalries
Social Pyramid Schemes
Impersonation
38. Advantages of Design Languages
Explain values of novel game concepts
Understand differences between games
Gain understanding within development teams
Communicate with stakeholders
Exploit new platforms and technologies
Depersonalize intended gameplay
Describe gameplay problems
Specify foci of gameplay evaluations