Difference between revisions of "Underlying Assumptions and Concepts"
From gdp3
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This assumptions builds on similar assumptions from other design disciplines, most specifically the design pattern approach introduced in Architecture<ref name="Alexander"/> and commonly used in object-oriented programming<ref name="Gamma"/>. | This assumptions builds on similar assumptions from other design disciplines, most specifically the design pattern approach introduced in Architecture<ref name="Alexander"/> and commonly used in object-oriented programming<ref name="Gamma"/>. | ||
− | + | === Games can be described as an Activity-Based Framework of Game Components === | |
+ | The original gameplay design patterns collection<ref name="Bjork & Holopainen 2004"/> was created from analyzing specific ways game components could be instantiated in a game design. To support this, a framework describing generalized game components on different levels of abstraction was identified<ref name="Bjork & Holopainen 2004, chapter 2"/> | ||
== Concepts == | == Concepts == | ||
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<references> | <references> | ||
<ref name="Alexander"></ref> | <ref name="Alexander"></ref> | ||
− | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | + | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> |
+ | <ref name="Bjork & Holopainen 2004, chapter 2">Björk, S. & Holopainen, J. (2004) An Activity-Based Framework for Describing Games. Chapter 2 in ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | ||
<ref name="Gamma"> | <ref name="Gamma"> | ||
Revision as of 09:53, 19 November 2010
Contents
Assumptions
It is possible to name re-usable gameplay design concepts
This assumptions builds on similar assumptions from other design disciplines, most specifically the design pattern approach introduced in Architecture[1] and commonly used in object-oriented programming[2].
Games can be described as an Activity-Based Framework of Game Components
The original gameplay design patterns collection[3] was created from analyzing specific ways game components could be instantiated in a game design. To support this, a framework describing generalized game components on different levels of abstraction was identified[4]
Concepts
References
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedAlexander
- ↑ Erich Gamma (Author), Richard Helm (Author), Ralph Johnson (Author), John M. Vlissides Design Patterns: Elements of Reusable Object-Oriented Software. ISBN-10: 0201633612 ISBN-13: 978-0201633610.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
- ↑ Björk, S. & Holopainen, J. (2004) An Activity-Based Framework for Describing Games. Chapter 2 in Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Cite error: <ref>
tag defined in <references>
with name "Alexander" has no content.