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Pattern language for game design / Chris Barney.
Author
Barney, Christopher William
[Browse]
Format
Book
Language
English
Εdition
1st ed.
Published/Created
Boca Raton: CRC Press, 2021.
Description
xxv, 476 pages : illustrations; 24 cm
Availability
Available Online
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Taylor & Francis eBooks Complete
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Details
Subject(s)
Computer games
—
Design
[Browse]
Alexander, Christopher 1936-
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Summary note
Chris Barney's Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander's work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander's work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.
Bibliographic references
Includes bibliographical references and index.
Contents
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Preface: How to Use This Book
Pattern Library Website
Acknowledgments
Author
Section I Introduction
Chapter 1 Introduction
What Is This Book For?
Why Is This Book for You?
Why Am I the Person Writing This Book?
Patterns, Creativity, and Art
Why Are There Patterns?
Back to Art
Is There Room for Creativity and Innovation?
Different Designers, Different Patterns
Forming Patterns vs. Accepting Tropes and Stereotypes
Section II Background
Chapter 2 Background on A Pattern Language by Christopher Alexander
Pattern Theory
Criticisms
Implications for Games
Chapter 3 Background on the Use of Pattern Languages in Other Fields
Computer Science
Social and Behavioral Science
Chapter 4 Background on the Use of Patterns in Game Design
Books
Patterns in Game Design
Game Mechanics: Advanced Game Design
Scholarly Articles
"The Case for Game Design Patterns"
"Developing a Pattern Language for Flow Experiences in Video Games"
"Design Patterns in Games: The Case for Sound Design"
"Patterns and Computer Game Design Innovation"
Other Game Design Pattern Projects
LARP Pattern Language
Kind Fortress
Interactive Institute Swedish ICT
Section III An Introduction to Patterns in Game Design
Chapter 5 An Introduction to Patterns in Game Design
What Does a Pattern Look Like, and How Can I Find It?
The Pattern Template
Example Pattern: Mystery-Driven Exploration
Introduction to Pattern Exercises
Chapter 6 Common Problems in Proposed Patterns
Patterns Should Address a Design Problem
Shallow Patterns
Circular Pattern
Patterns Should Be Prescriptive
Jumping to Conclusions
Anti-Patterns
The Desire to be the Authority/Kill Your Babies.
Section IV Pattern Exercises
Chapter 7 Pattern Exercises
Example Exercises and Patterns
Chapter 8 Basic Pattern Exercise
Basic Pattern Exercise
Pattern Purpose
Example Basic Pattern Exercise
Exercise
Pattern: One of These Days That's Going to Get You Killed
Chapter 9 Structural Pattern Exercises
Higher-Order Patterns
Example Higher-Order Pattern
Pattern: The Three Bears Theory of Level Size
Lower-Order Patterns
Example Lower-Order Pattern
Pattern: Old Me Was Afraid of Old You, But New Me Is Stronger! … And Now I'm Afraid of New You
Formal and Functional Design Elements
Formal Patterns
Example Formal Pattern
Pattern: Don't Intellectualize My Pain!
Bonus Student Example: Temporally Unavailable Space
Pattern: Temporally Unavailable Space
Functional Patterns: Patterns from Rules
Example Functional Pattern
Pattern: Fight Like You Live
Emotional Patterns
Example Emotional Pattern
Pattern: Oh! That Went Unexpectedly Well
Player Experience Pattern
Example Experience Pattern
Pattern: The Risk of Knowing You
Theme Patterns
Example Pattern
Pattern: Bringing About the Apocalypse
Chapter 10 Focused Patterns
Patterns from Micro, Macro, and Meta Circulation Patterns
Example Pattern from Micro, Macro, and Meta Circulation Patterns
Pattern: I Could Be Bounded in a Nutshell and Count Myself a King of Infinite Space
Boss Encounter Patterns
Example Boss Encounter Pattern
Pattern: We're Going to a Dark Place Together
Emergent Narrative Patterns
Pattern Purpose.
Example Emergent Narrative Pattern
Pattern: The Three Pillars of Meaning in Emergent Narrative
Embedded and Environmental Narrative Patterns
Example Embedded and Environmental Narrative Pattern
Pattern: I Thought You Should Know
Chapter 11 Patterns That Break the Mold
Breaking Spaces Patterns
Example Breaking Spaces Pattern
Pattern: Know Your Past, Know Your Future, Know Yourself
Player Manipulation Patterns
Example Player Manipulation Pattern
Pattern: Coercive Ludonarrative Resonance
Patterns in Innovation
Example pattern
Pattern: There Had Better Be a Very Good Explanation for This
Section V The Fifteen Properties
Chapter 12 Taking a Step Back: What We Have Learned So Far
Chapter 13 The "Fifteen Fundamental Properties of Wholeness" in Game Design
Levels of Scale
Strong Centers
Boundaries
Alternating Repetition
Positive Space
Good Shape
Local Symmetries
Deep Interlock
Contrast
Graded Variation
Roughness
Echoes
The Void
Inner Calm
Not Separateness
Section VI Advanced Pattern-Generation Exercises
Chapter 14 Advanced Pattern-Generation Exercises
Patterns from Core Mechanics
Core Mechanics
Example: Pattern from Core Mechanics
Pattern: Greater Choice Requires Greater Motivation
Finding Missing Patterns
Example Finding Missing Pattern
Pattern: And Now I Guess We're Doing This
Finding Negative Patterns
Example Negative Pattern
Pattern: Game, Know Thyself
Finding Positive Patterns from Negative Ones
Example Positive Pattern
Exercise.
Pattern: Familiarity Breeds Contempt, or at Least High Expectations
Using Patterns for Understanding
Understanding Techniques
Pattern: More or Less Running Away
Understanding Tropes
Pattern: Can I Do This Alone?
The First Choice
Pattern: It All Depends on How You Look at It
Audience Patterns
Example Audience Patterns
Pattern: This Game Isn't about You … But It Is for You
Theoretical Patterns
Example Theoretical Patterns
Pattern: I See Where You Are Going with This
Section VII Building a Language
Chapter 15 Connecting Patterns into a Language
Introduction to Pattern Language Construction
Building a Pattern Language
1. Make Sure You Have Enough Patterns
2. Add Keywords
Sample Keywords List
3. Understand the Scope of Your Language
Pattern Categories
Categories from Disciplines
Categories from Game Mechanics
Categories from Genre
Categories from Patterns in Game Design
Categories from Pedagogy
Categories from Live-Action Role-Playing Game (LARP) Design
Meta-, Macro-, and Micro-Level Patterns
4. Adding Existing Parent Patterns
5. Adding Existing Child Patterns
6. Linking Other Related Patterns
7. Suggest New Parents and Children
8. Use Exercise 24: Theoretical Patterns to Find Related Patterns
9. Link Confidence
Chapter 16 Organizing and Maintaining a Pattern Language
Integrating Patterns from Other Sources
Pattern: I'm Doing It As Hard As I Can
The Art of Game Design: A Book of Lenses
Exercise 25: Creating Patterns from Lenses
Example Pattern from Lenses.
Pattern: Just Look at What You've Become
Pitfalls of Pattern Relationships
Combining Patterns
Eliminating Patterns
Chapter 17 Creating New Pattern Exercises
Framing the Intent of the Exercise
Listing and Describing Examples
Analyzing the Examples
Articulating the Pattern
Chapter 18 Designing with a Pattern Language
Integrating Pattern Language Use into Existing Design Processes
Pattern Language as the Basis of Design
Chapter 19 Teaching Yourself or Students with Pattern Languages
An Institutional Pattern Language
Developing with Patterns
Providing Feedback
Assessing Patterns from Others
Developing with Other People's Patterns
Group Pattern Exercises
Dividing the Examples
Reviewing Other's Projects
Creating Keywords
Categorizing Patterns
Assessing a Pattern Language
Design Exercise Using Patterns
Afterword
Games Reference
References
Index.
Show 215 more Contents items
ISBN
9780367633950
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