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Game Design Patterns Workshop - FDG2012 - Opening Remarks

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DESIGN PATTERNS IN GAMES: THE WORKSHOP Foundations of Digital Games 2012
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Page 1: Game Design Patterns Workshop - FDG2012 - Opening Remarks

DESIGN PATTERNS IN GAMES: THE WORKSHOPFoundations of Digital Games 2012

Page 2: Game Design Patterns Workshop - FDG2012 - Opening Remarks

BIG QUESTIONS AND CHALLENGESOpening Remarks

Page 3: Game Design Patterns Workshop - FDG2012 - Opening Remarks

1977 Architecture and urban

design “ Organize implicit

knowledge about how people solve recurring problems when they go about building things”

Present a problem and a solution

http://www.patternlanguage.com

Page 4: Game Design Patterns Workshop - FDG2012 - Opening Remarks

INFLUENCE ON SOFTWARE ENGINEERING

“reusable solution to a commonly occurring problem in software design”

1994(with lots of earlier work at least as far back as 1987)

Page 5: Game Design Patterns Workshop - FDG2012 - Opening Remarks

GAMES?1. Need for a language/vocabulary for

describing and talking about game design

2. Desire to document design decisions/conventions

Often problem/solution pairs

Page 6: Game Design Patterns Workshop - FDG2012 - Opening Remarks

GAMES – EARLY WORK

The Case for Game Design

Patterns

2002Bernd Kreimeier

(Gamasutra)

2005Bjork & Holopainen

(also earlier work in 2003)

2005Zagal, Mateas, et al.

Formal Abstract

Design Tools

1999Church

(Game Developer)

1984Crawford

Page 7: Game Design Patterns Workshop - FDG2012 - Opening Remarks

TODAYGenerativeGrammars

Descriptive Notation

& Grammars

Etc.AbstractLogical

Formalisms

Genre Specific Patterns

Interface Patterns

Game Programming Patterns

Taxonomies

Page 8: Game Design Patterns Workshop - FDG2012 - Opening Remarks

WHY PATTERNS IN GAMES?1. Common solutions for design problems2. Development of critical/expressive

language3. Framework for developing/sharing

deeper understanding4. Exploring/mapping design space5. Formalizing design knowledge for

automated creation6. Support for games education

Page 9: Game Design Patterns Workshop - FDG2012 - Opening Remarks

DESIGN PATTERNS AND GAMES BEYOND 2012

It’s been about 10 years….

Page 10: Game Design Patterns Workshop - FDG2012 - Opening Remarks

THE BIG CHALLENGES1. Accessibility & Usability

2. Significance of Contributions

3. Ludic Responsibility

Page 11: Game Design Patterns Workshop - FDG2012 - Opening Remarks

ACCESSIBILITY & USABILITY (1/3) Barriers to Entry

How to navigate and make sense of? Topologies of patterns Entry Points

Experts invest time to learn language Elitist

Fragmentation Multiple approaches re-inventing the wheel

Page 12: Game Design Patterns Workshop - FDG2012 - Opening Remarks

ACCESSIBILITY AND USABILITY (2/3)

Why not useful? Is this work relevant? To whom?

Page 13: Game Design Patterns Workshop - FDG2012 - Opening Remarks

ACCESSIBILITY & USABILITY (3/3) Appropriate Level of Abstraction

Focus on the tree, miss the forest Focus on forest, what trees?

Page 14: Game Design Patterns Workshop - FDG2012 - Opening Remarks

SIGNIFICANCE OF CONTRIBUTIONS Theoretical Underpinnings

Are we creating theory? What theory/ies are informing/supporting our work?

Methodological Rigor What are our methods?

What are the drawbacks? What are the strengths?

Documenting and developing Data collection, data sharing

Page 15: Game Design Patterns Workshop - FDG2012 - Opening Remarks

LUDIC RESPONSIBILITY (1/3) “Good” Design vs “Bad” Design vs “Design”

Positive Values (e.g. cooperation)? Negative Values (e.g. competition)?

Is our work descriptive? This is what we’ve seen

Is our work prescriptive? This is what you should do…

Page 16: Game Design Patterns Workshop - FDG2012 - Opening Remarks

LUDIC RESPONSIBILITY (2/3) Anti-patterns

Examples of “bad design” Common Mistakes Laziness

“Should know better”

Dark Patterns From wiki.darkpatterns.org (UI/UX) “User Interfaces Designed to Trick People”

Page 17: Game Design Patterns Workshop - FDG2012 - Opening Remarks

LUDIC RESPONSIBILITY (3/3) Dark Patterns = Patterns for “Evil”

“Evil”? Patterns for manipulating players

Removing the player’s autonomy Don’t make an informed decision about game

When the designers’ intentions aren’t good?

Page 18: Game Design Patterns Workshop - FDG2012 - Opening Remarks

DARK PATTERNS – FRIEND SPAM “A site or game asks for your twitter or

email credentials for an allegedly benign purpose (e.g. finding friends who are already using that service), but then goes on publish content or send out bulk messages using your account - i.e. from you.”

http://wiki.darkpatterns.org/Friend_Spam

Page 19: Game Design Patterns Workshop - FDG2012 - Opening Remarks

DARK PATTERN? – IN-GAME PURCHASES

http://www.penny-arcade.com/comic/2009/11/06

Page 20: Game Design Patterns Workshop - FDG2012 - Opening Remarks

DARK PATTERNS? Charging extra for additional game

options E.g. Skip a level? Pay now!

Pay-to-cheat Words With Friends: Buy ability “look in bag” and

see what letters are left (access to hidden info) Mercenary Treadmill

Game’s features depend on in-game currency that takes forever to amass - unless you pay real $!

http://s349909351.websitehome.co.uk/blog/

Page 21: Game Design Patterns Workshop - FDG2012 - Opening Remarks

THE BIG CHALLENGES1. Accessibility & Usability

1. Entry Barriers2. Who is this for? What is the relevance?3. Level of Abstraction?

2. Significance of Contributions1. Theoretical Underpinnings2. Methodological Rigor

3. Ludic Responsibility Descriptive / Prescriptive Supporting Values

Page 22: Game Design Patterns Workshop - FDG2012 - Opening Remarks

THANK YOU, ANY QUESTIONS?

Jose [email protected]://facsrv.cdm.depaul.edu/~jzagal


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