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Gameplay Design Patterns
A language to support game design

Staffan Björk
Interactive Institute & Gothenburg University
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
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…
What do I do?
The need for a Gameplay
Design Language
10/58
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
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
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
Design Languages


Convey meaning





In design process
In product

Components
 Collection of elements
 Principles of
organization
 Qualifying situations
15/58
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
Gameplay Design
Patterns
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
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
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
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
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
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
Relations between GDPs
Surprises

Limited Foresight

Analysis Paralysis

Randomness

Luck

Fixed Distributions
Drawing Stacks

Cards

D4

Dice

D6

D8

D10

D12

D20
Mechanics, Dynamics,
Aesthetics
http://algorithmancy.8kindsoffun.com/
Marc LeBlanc
(Ultima Underworld II, System Shock, Flight
Unlimited, Terra Nova, Thief I-II, Deus Ex, NFL 2K2,
NBA 2K2, Oasis, Field Commander)
The MDA model

Code
Processes
Requirements

Rules
Game Sessions
“Fun”

Mechanics
Dynamics
Aesthetics
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
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
Thematic
Consistency

Spectacular
Failure
Enjoyment

Tension

Replayability

Higher-Level
Closures as
Gameplay
Progresses

Stimulated
Planning

Luck

Emotional
Engrossment

Instakills

Helplessness

Surprise
Attacks

Stealth

Micromanagement

Challenging
Gameplay

Combat
Enemies

Roaming
Enemies

Movement
Budgeted
Action
Points

Loss of
Control

Risk/Reward

Avalanche
Effects

Randomness

Line of
Sight
Uncertainty of
Information

Time
Limits

Save-Load
Cycles

Tradeoffs

Irreversible
Events

Character
Development

Positive
Feedback
Loops

Inventories
Equipment
Slots

Rotate
In Place

Transfer
of Control

Time Unit
System

Lingering
Effects

Equipment

Poison

Fog of War

Exploding
Objects

Levels

2-phase
Actions

Incompatible
Goals
Progress
Evaluations

Achievements

Permadeath

Difficulty
Levels

Technology
Trees

Privileged
Abilities

Talent
trees

Increased statistics

Ironman Mode

Most patterns mention from X:EU and X:UD (Green indicates presence in both games,
red only in X:UD, and blue only in X:EU). Solid lines indicate instantiating relations and
dashes lines modulating ones. Boxes without outlines are mechanics.
Examples of other uses of
patterns
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
Classify Games Based on Patterns


Pervasive Games



120 game examples
a set of 75 possible
patterns
CRPGs genres using combat patterns


40 games/series
300+ patterns…



Four main categories








Ubiquitous
Cluster Distinguishing
Flavor
Meta
Iteration #4
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







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
Thank you!

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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…
  • 4. What do I do?
  • 5.
  • 6.
  • 7.
  • 8.
  • 9. The need for a Gameplay Design Language
  • 10. 10/58
  • 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
  • 15. Design Languages  Convey meaning    In design process In product Components  Collection of elements  Principles of organization  Qualifying situations 15/58
  • 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
  • 24. Relations between GDPs Surprises Limited Foresight Analysis Paralysis Randomness Luck Fixed Distributions Drawing Stacks Cards D4 Dice D6 D8 D10 D12 D20
  • 25.
  • 26. Mechanics, Dynamics, Aesthetics http://algorithmancy.8kindsoffun.com/ Marc LeBlanc (Ultima Underworld II, System Shock, Flight Unlimited, Terra Nova, Thief I-II, Deus Ex, NFL 2K2, NBA 2K2, Oasis, Field Commander)
  • 27. The MDA model Code Processes Requirements Rules Game Sessions “Fun” Mechanics Dynamics Aesthetics
  • 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
  • 30. Thematic Consistency Spectacular Failure Enjoyment Tension Replayability Higher-Level Closures as Gameplay Progresses Stimulated Planning Luck Emotional Engrossment Instakills Helplessness Surprise Attacks Stealth Micromanagement Challenging Gameplay Combat Enemies Roaming Enemies Movement Budgeted Action Points Loss of Control Risk/Reward Avalanche Effects Randomness Line of Sight Uncertainty of Information Time Limits Save-Load Cycles Tradeoffs Irreversible Events Character Development Positive Feedback Loops Inventories Equipment Slots Rotate In Place Transfer of Control Time Unit System Lingering Effects Equipment Poison Fog of War Exploding Objects Levels 2-phase Actions Incompatible Goals Progress Evaluations Achievements Permadeath Difficulty Levels Technology Trees Privileged Abilities Talent trees Increased statistics Ironman Mode Most patterns mention from X:EU and X:UD (Green indicates presence in both games, red only in X:UD, and blue only in X:EU). Solid lines indicate instantiating relations and dashes lines modulating ones. Boxes without outlines are mechanics.
  • 31. Examples of other uses of patterns
  • 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

Editor's Notes

  1. 321 patterns, 279 new
  2. 321 patterns, 89 patterns to describe genre names, 41 games