Difference between revisions of "Underlying Assumptions and Concepts"

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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Alexander">
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<ref name="Alexander">Alexander, C Ishikawa, S. & Silverstein, M. ''A Pattern Language: Towns, Buildings, Construction''. Oxford University Press. ISBN-10 0195019199, ISBN-13 978-0195019193
 
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Alexander (Author), Sara Ishikawa (Author), Murray Silverstein
+
 
+
 
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A Pattern Language: Towns, Buildings, Construction. Oxford University Press.  
+
 
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ISBN-10: 0195019199
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ISBN-13: 978-0195019193
+
 
  </ref>
 
  </ref>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN 1-58450-354-8.</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="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 10:45, 19 November 2010

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

  1. Alexander, C Ishikawa, S. & Silverstein, M. A Pattern Language: Towns, Buildings, Construction. Oxford University Press. ISBN-10 0195019199, ISBN-13 978-0195019193
  2. Erich Gamma (Author), Richard Helm (Author), Ralph Johnson (Author), John M. Vlissides Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley Professional ISBN-10: 0201633612 ISBN-13: 978-0201633610.
  3. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN 1-58450-354-8.
  4. 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.