Difference between revisions of "Underlying Assumptions and Concepts"

From gdp3
Jump to: navigation, search
Line 8: Line 8:
  
 
== Concepts ==
 
== Concepts ==
 +
 +
=== Agents ===
 +
 +
=== Gaming ===
 +
 +
=== Players ===
  
  
Line 16: Line 22:
 
<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">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">Gamma, E., Helm, R., Johnson, R. & Vlissides, J.M. Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley Professional. ISBN-10: 0201633612, ISBN-13: 978-0201633610.</ref>
 
+
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.</ref>
+
 
</references>
 
</references>

Revision as of 10:50, 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

Agents

Gaming

Players

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. Gamma, E., Helm, R., Johnson, R. & Vlissides, J.M. 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.