Difference between revisions of "Underlying Assumptions and Concepts"
From gdp3
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== References == | == References == | ||
<references> | <references> | ||
− | <ref name="Alexander"></ref> | + | <ref name="Alexander"> |
+ | |||
+ | Alexander (Author), Sara Ishikawa (Author), Murray Silverstein | ||
+ | |||
+ | |||
+ | A Pattern Language: Towns, Buildings, Construction. Oxford University Press. | ||
+ | |||
+ | ISBN-10: 0195019199 | ||
+ | ISBN-13: 978-0195019193 | ||
+ | </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="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> | ||
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Design Patterns: Elements of Reusable Object-Oriented Software. | Design Patterns: Elements of Reusable Object-Oriented Software. | ||
+ | Addison-Wesley Professional | ||
ISBN-10: 0201633612 | ISBN-10: 0201633612 | ||
ISBN-13: 978-0201633610.</ref> | ISBN-13: 978-0201633610.</ref> | ||
</references> | </references> |
Revision as of 09:59, 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
- ↑ Alexander (Author), Sara Ishikawa (Author), Murray Silverstein A Pattern Language: Towns, Buildings, Construction. Oxford University Press. ISBN-10: 0195019199 ISBN-13: 978-0195019193
- ↑ 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.
- ↑ 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.