Underlying Assumptions and Concepts
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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, C Ishikawa, S. & Silverstein, M. 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. ISBN 1-58450-354-8.
- ↑ 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.