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== Introduction ==
 
== Introduction ==
  
This is a wiki for developing an extensive [[:Category:Patterns|gameplay design patterns collection]] based upon specific [[:Category:Games|game designs]], with the aim of supporting the design and analysis of all types of games.
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This is a wiki for developing an extensive [[:Category:Patterns|gameplay design patterns collection]] based upon specific [[:Category:Games|game designs]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be numerous but with little content (and this will be the case until all planned patterns have been created).
  
 
As any project exploring the commonality between different artifacts, the collection makes use of some [[Underlying Assumptions and Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]].
 
As any project exploring the commonality between different artifacts, the collection makes use of some [[Underlying Assumptions and Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]].
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== Publications ==
 
== Publications ==
Contact [[User:Staffan Björk|Staffan Björk]] by email if you wish to have something added here.
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These are publications that either use gameplay design patterns, other types of patterns, or similar approaches. Contact [[User:Staffan Björk|Staffan Björk]] by email if you wish to have something added here.
  
 +
* Cowley, B. & Charles, D. (2015). [http://link.springer.com/article/10.1007/s11257-016-9170-1?wt_mc=internal.event.1.SEM.ArticleAuthorOnlineFirst Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1.
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* Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M., Jarvela, S., Ekman, I., Kemppainen, J. & Ravaja, N. (2014). [http://sag.sagepub.com/content/45/1/41 Experience Assessment and Design in the Analysis of Gameplay]. Simulation & Gaming, 45(1), 41–69. doi:10.1177/1046878113513936
 
* Olsson, C.M., Björk, S. & Dahlskog, S. (2014). [http://www.digra.org/digital-library/publications/the-conceptual-relationship-model-understanding-patterns-and-mechanics-in-game-design/ The Conceptual Relationship Model. Understanding Patterns and Mechanics in Game Design]. Proceeedings of DiGRA 2014.
 
* Olsson, C.M., Björk, S. & Dahlskog, S. (2014). [http://www.digra.org/digital-library/publications/the-conceptual-relationship-model-understanding-patterns-and-mechanics-in-game-design/ The Conceptual Relationship Model. Understanding Patterns and Mechanics in Game Design]. Proceeedings of DiGRA 2014.
 
* Canossa, A., & Nelson, M. & Björk, S. (2014). [http://fdg2014.org/papers/fdg2014_paper_04.pdf X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes]. Foundations of Digital Games 2014, April 3-7, 2014, Fort Lauderdale, US.
 
* Canossa, A., & Nelson, M. & Björk, S. (2014). [http://fdg2014.org/papers/fdg2014_paper_04.pdf X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes]. Foundations of Digital Games 2014, April 3-7, 2014, Fort Lauderdale, US.
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* Dahlskog, S., Björk, S. & Togelius, J. 2015. Patterns, Dungeons and Generators. Foundations of Digital Games Conference, 2015.
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* Dristig Stenström, C. & Björk, S. (2013). [http://www.fdg2013.org/program/workshops/papers/DPG2013/b5-stenstrom.pdf Understanding combat design in computer role-playing games]. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games.
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* Zagal, J.P., Björk, S. & Lewis, C. (2013). [http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf Dark Patterns in the Design of Games]. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.
 
* Linderoth, J., Björk, S. & Olsson, C. (2012). Should I stay or should I go - Boundary maintaining mechanisms in Left 4 Dead 2. Nordic DiGRA 2012, June 6-8, Tampere, Finland.
 
* Linderoth, J., Björk, S. & Olsson, C. (2012). Should I stay or should I go - Boundary maintaining mechanisms in Left 4 Dead 2. Nordic DiGRA 2012, June 6-8, Tampere, Finland.
* Lundgren, S. & Björk, S. (2012). Neither Playing nor Gaming: Pottering in Games. Foundations of Digital Games 2012, May 29-June 1, 2012 Raleigh, NC, USA.
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* Lundgren, S. & Björk, S. (2012). [http://dl.acm.org/citation.cfm?id=2282338.2282363 Neither Playing nor Gaming: Pottering in Games]. Foundations of Digital Games 2012, May 29-June 1, 2012 Raleigh, NC, USA.
 
* Holopainen, J. (2011). Foundations of Gameplay. PhD thesis at School of Computing, Blekinge Institute of Technology. Doctoral Dissertation Series No. 2011-02.
 
* Holopainen, J. (2011). Foundations of Gameplay. PhD thesis at School of Computing, Blekinge Institute of Technology. Doctoral Dissertation Series No. 2011-02.
 
* Bergström, K., Björk, S. & Lundgren, S. (2010). [http://www.digra.org/dl/db/09287.58159.pdf Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games]. Paper presentation at Mindtrek 2010. Tampere, Finland.
 
* Bergström, K., Björk, S. & Lundgren, S. (2010). [http://www.digra.org/dl/db/09287.58159.pdf Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games]. Paper presentation at Mindtrek 2010. Tampere, Finland.
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=== Publications using similar pattern approaches ===
 
=== Publications using similar pattern approaches ===
  
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* Dahlskog, S. & Togelius, J. (2012). [http://dl.acm.org/citation.cfm?doid=2427116.2427117​ Patterns and procedural content generation: revisiting Mario in world 1 level 1]. In Workshop Proceedings of the 7th International Conference on the Foundations of Digital Games.
 
* Adams, E. & Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.
 
* Adams, E. & Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.
 
* Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages.  
 
* Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages.  
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* Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. & Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40
 
* Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. & Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40
 
* Hullett, K. & Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.
 
* Hullett, K. & Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.
* Milam, D. & Seif El Nasr, M. (2010) Analysis of Level Design 'Push & Pull' within 21 games. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.
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* Milam, D. & Seif El Nasr, M. (2010) [http://dl.acm.org/citation.cfm?id=1822367 Analysis of Level Design 'Push & Pull' within 21 games]. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.
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=== Project reports containing pattern collections ===
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* Björk, S. (2012). Gameplay Design Patterns for Public Games. Report for the Experimedia project.
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* Davidsson, O, Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center.
  
 
=== Other work using similar pattern approaches ===
 
=== Other work using similar pattern approaches ===
 
* Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.
 
* Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.
  
== Other Interesting Publication ==
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== Other Relevant Publications ==
* Montola, M., Stenros, J. & Waern, A. [http://knutepunkt.laiv.org/2009/book/PhilosophiesAndStrategiesOfPervasiveLarpDesign/kp09_PhilosophiesAndStrategiesOfPervasiveLarpDesign.pdf Philosophies and strategies of pervasive larp design]. In ''Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp)'', published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns).
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* Montola, M., Stenros, J. & Waern, A. 2009.  [http://knutepunkt.laiv.org/2009/book/PhilosophiesAndStrategiesOfPervasiveLarpDesign/kp09_PhilosophiesAndStrategiesOfPervasiveLarpDesign.pdf Philosophies and strategies of pervasive larp design]. In ''Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp)'', published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns.)
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* Linderoth, J. 2010. [http://www.digra.org/wp-content/uploads/digital-library/10343.51199.pdf Why gamers don't learn more: An ecological approach to games as learning environments]. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. (The designs for supporting explorative and performative gameplay can easily been translated to design patterns, and several of these are now in the collection on this site.)
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* Jesper, J. [http://www.jesperjuul.net/text/endlessriverofgames/ Sailing the Endless River of Games: The case for Historical Design Patterns]. 1st International Joint Conference of DiGRA and FDG 2016.
  
== Other Interesting Projects ==
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== Other Relevant Projects ==
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* [http://motivationalpatterns.com/doku.php?id=start Motivational Lenses and Patterns] collection by Sebastian Deterding and others.
 
* [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Patterns] collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)
 
* [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Patterns] collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)
 
* [http://ldp.soe.ucsc.edu/doku.php Level Design Patterns] collection by Ken Hullett and others
 
* [http://ldp.soe.ucsc.edu/doku.php Level Design Patterns] collection by Ken Hullett and others
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* [http://www.larppatterns.org/ Pattern Language for Larp Design] by J Li & Jason Morningstar
 
* [http://www.jorisdormans.nl/machinations/ Machinations], a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations.  
 
* [http://www.jorisdormans.nl/machinations/ Machinations], a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations.  
 
* [http://www.soundingames.com/ Sound Design in Games], a patterns collection regarding sound design in games. The patterns are available as well-produced cards.
 
* [http://www.soundingames.com/ Sound Design in Games], a patterns collection regarding sound design in games. The patterns are available as well-produced cards.
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=== Old Interesting Projects ===
 
=== Old Interesting Projects ===
* [http://www.gameontology.com/index.php/Main_Page Game Ontology Project] (which unfortunately does not seem to be up anymore)
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* [http://www.gameontology.com/index.php/Main_Page Game Ontology Project]  
* [http://rpg-design-patterns.speedykitty.com/doku.php/start RPG Design Patterns] - a wiki based on the book "Design Patterns of Successful Role-Playing Games" by Whitson which does not seem to have been updated since 2010
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* [http://rpg-design-patterns.speedykitty.com/doku.php/start RPG Design Patterns] — a wiki based on the book "Design Patterns of Successful Role-Playing Games" by Whitson which does not seem to have been updated since 2010

Revision as of 12:43, 11 April 2017

Introduction

This is a wiki for developing an extensive gameplay design patterns collection based upon specific game designs, with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be numerous but with little content (and this will be the case until all planned patterns have been created).

As any project exploring the commonality between different artifacts, the collection makes use of some Underlying Assumptions and Concepts - see also the category of Pattern Related Notes.

What are design patterns

Who is it for?

Since we want to use this for our research (e.g. quote things here which we know won't change) we don't allow everyone to create an account. However, we do wish that everyone can comment on the talk pages and will make that possible as soon as we've figured out how.

How does one use design patterns

The main idea of having gameplay design patterns is to make it easier to express clearly intentions, analyses, and opinions regarding gameplay. See Pattern-Based Methods for more specific suggestions on how to use them.

I want to contribute

Contact Staffan Björk by email if you want to be given an account.

New User?

Some useful information is on the Help:Contents page.

Process

See here for plans on how to work on developing the wiki.

Want to be informed about updates?

The easiest way to do so is by following Staffan Björk on twitter (all tweets about the wiki are tagged #gdp).

Publications

These are publications that either use gameplay design patterns, other types of patterns, or similar approaches. Contact Staffan Björk by email if you wish to have something added here.

Publications using similar pattern approaches

  • Dahlskog, S. & Togelius, J. (2012). Patterns and procedural content generation: revisiting Mario in world 1 level 1. In Workshop Proceedings of the 7th International Conference on the Foundations of Digital Games.
  • Adams, E. & Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.
  • Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages.
  • Lewis, C., Wardrip-Fruin, N. & Whitehead, J. (2012). Motivational game design patterns of 'ville games. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '12). ACM, New York, NY, USA, 172-179. DOI=10.1145/2282338.2282373 http://doi.acm.org/10.1145/2282338.2282373
  • Lewis, C. 2014. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities. APRESS.
  • Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. & Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40
  • Hullett, K. & Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.
  • Milam, D. & Seif El Nasr, M. (2010) Analysis of Level Design 'Push & Pull' within 21 games. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.

Project reports containing pattern collections

  • Björk, S. (2012). Gameplay Design Patterns for Public Games. Report for the Experimedia project.
  • Davidsson, O, Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center.

Other work using similar pattern approaches

  • Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.

Other Relevant Publications

  • Montola, M., Stenros, J. & Waern, A. 2009. Philosophies and strategies of pervasive larp design. In Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp), published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns.)

Other Relevant Projects

  • Motivational Lenses and Patterns collection by Sebastian Deterding and others.
  • RPG Design Patterns collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)
  • Level Design Patterns collection by Ken Hullett and others
  • Pattern Language for Larp Design by J Li & Jason Morningstar
  • Machinations, a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations.
  • Sound Design in Games, a patterns collection regarding sound design in games. The patterns are available as well-produced cards.
  • concepts described on the Nordic LARP wiki have similar scope as gameplay design patterns, and several of them exist as patterns on this wiki
  • Many of the concepts on the Giant Bomb wiki are similar to gameplay design patterns and have many examples (other concepts, like the football teams in games that are listed first, are not similar).
  • TV Tropes has a large collection of concepts from all types of media which is interconnected and has many examples for each concept. As such it has all the characteristics of a pattern collection but focuses more on narration than gameplay that this collection does.

Old Interesting Projects