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Pattern Language for Game Design

✍ Scribed by Christopher Barney


Publisher
CRC Press
Tongue
English
Leaves
503
Category
Library

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✦ Table of 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
Pattern Purpose
Example Higher-Order Pattern
Exercise
Pattern: The Three Bears Theory of Level Size
Lower-Order Patterns
Pattern Purpose
Example Lower-Order Pattern
Exercise
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
Pattern Purpose
Example Formal Pattern
Exercise
Pattern: Don’t Intellectualize My Pain!
Bonus Student Example: Temporally Unavailable Space
Pattern: Temporally Unavailable Space
Functional Patterns: Patterns from Rules
Pattern Purpose
Example Functional Pattern
Exercise
Pattern: Fight Like You Live
Emotional Patterns
Pattern Purpose
Example Emotional Pattern
Exercise
Pattern: Oh! That Went Unexpectedly Well
Player Experience Pattern
Pattern Purpose
Example Experience Pattern
Exercise
Pattern: The Risk of Knowing You
Theme Patterns
Pattern Purpose
Example Pattern
Exercise
Pattern: Bringing About the Apocalypse
Chapter 10 Focused Patterns
Patterns from Micro, Macro, and Meta Circulation Patterns
Pattern Purpose
Example Pattern from Micro, Macro, and Meta Circulation Patterns
Exercise
Pattern: I Could Be Bounded in a Nutshell and Count Myself a King of Infinite Space
Boss Encounter Patterns
Pattern Purpose
Example Boss Encounter Pattern
Exercise
Pattern: We’re Going to a Dark Place Together
Emergent Narrative Patterns
Pattern Purpose
Example Emergent Narrative Pattern
Exercise
Pattern: The Three Pillars of Meaning in Emergent Narrative
Embedded and Environmental Narrative Patterns
Pattern Purpose
Example Embedded and Environmental Narrative Pattern
Exercise
Pattern: I Thought You Should Know
Chapter 11 Patterns That Break the Mold
Breaking Spaces Patterns
Pattern Purpose
Example Breaking Spaces Pattern
Exercise
Pattern: Know Your Past, Know Your Future, Know Yourself
Player Manipulation Patterns
Pattern Purpose
Example Player Manipulation Pattern
Exercise
Pattern: Coercive Ludonarrative Resonance
Patterns in Innovation
Pattern Purpose
Example pattern
Exercise
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
Pattern Purpose
Example: Pattern from Core Mechanics
Exercise
Pattern: Greater Choice Requires Greater Motivation
Finding Missing Patterns
Pattern Purpose
Example Finding Missing Pattern
Exercise
Pattern: And Now I Guess We’re Doing This
Finding Negative Patterns
Pattern Purpose
Example Negative Pattern
Exercise
Pattern: Game, Know Thyself
Finding Positive Patterns from Negative Ones
Pattern Purpose
Example Positive Pattern
Exercise
Pattern: Familiarity Breeds Contempt, or at Least High Expectations
Using Patterns for Understanding
Understanding Techniques
Pattern Purpose
Example Pattern
Exercise
Pattern: More or Less Running Away
Understanding Tropes
Pattern Purpose
Example Pattern
Exercise
Pattern: Can I Do This Alone?
The First Choice
Pattern Purpose
Example Pattern
Exercise
Pattern: It All Depends on How You Look at It
Audience Patterns
Pattern Purpose
Example Audience Patterns
Exercise
Pattern: This Game Isn’t about You … But It Is for You
Theoretical Patterns
Pattern Purpose
Example Theoretical Patterns
Exercise
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
Game Mechanics: Advanced Game Design
Pattern: I’m Doing It As Hard As I Can
Patterns in Game Design
The Art of Game Design: A Book of Lenses
Exercise 25: Creating Patterns from Lenses
Example Pattern from Lenses
Exercise
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


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