Eivind Hagerup’s blog on game design

Ventures into games and the industry

Archive for February, 2008

Patterns in game design

Posted by Eivind Røbekk Hagerup on February 7, 2008

So, I’ve read through the first part of Björk and Holopainen’s Patterns in Game Design, which is the introductory part that covers some theoretical aspects of describing elements in games. Here, these elements are referred to as game design patterns, and should be understood as generic descriptions of typical components found in games. These patterns are structured in a framework that classifies them as either Holistic (the activities of playing a game), Structural (the structural elements that builds up the game), Temporal (the actions, events and closures in the game) and Boundary (the rules and goals in the game).

I was a bit surprised to see that the second part of the book, which is by far the largest, is simply a dictionary of game design patterns. Each pattern’s use and consequence is described, as well as their relations to other patterns. I see no need at this point to read the book from cover to cover, but rather consult it when I need to solve a problem, or just the need of some inspiration or help.

An interesting aspect about this book is that it addresses the advantage of having of having a common language in game design, not just for analyzing games, but also for designing them and communicating them to either fellow team members or publishers. It has been common to use theories from typically narrative medias, such as film and television, in order to analyze games. However, games are an interactive medium, and should therefore be treated differently, in spite of also having narrative qualities.

One can use the book as a tool of problem solving, for example if the designer needs to get rid of an unwanted element from his/her game, and is unsure how to do it, or one can use the patterns to add a new, wanted element to the game. One can use it to stimulate one’s creativity by adding a new pattern to the existing game design and see what difference it makes, or, if the designer feels the need for more tension in the his/her game, he can look up the tension pattern, and learn which elements he can use in order to achieve this.

Whew. I can see the usefulness of these patterns as regards to our prototyping of the Trollblod-project, and hopefully, I will be able to use some of this knowledge in my game design task as well. I would have to show in which settings such a system would be useful. Of course, this system will have to be adapted to each and every project, and in collaboration with other means of game designing. Time will tell. Next up, I’ll read Koster’s A Theory of Fun in Game Design.

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Blog-o-rama

Posted by Eivind Røbekk Hagerup on February 4, 2008

This blog will function as documentation for my assignment in “Selvbestemt pensum”, where I aim to create a short and concise overview of general game design rules and theories. The overview is supposed to take form as some sort of handbook or manual. The idea derived from my own interest in the subject, and this could be a good chance to explore the topic further. Here, I will post on my progress on the assignment, as well as my thoughts on games and game design issues in general.

I’ve started to look into books and articles that I can use, and did already come across this interesting article over at GameCareerGuide.com. Brenda Brathwaite, the author, is a 25 year veteran in the gaming industry, and is also hosting a blog here on WordPress, called Applied Game Design. Interestingly enough, her article at GameCareerGuide specifically mentions setting up a blog and writing about games as a smart thing to do in order to create a game designer portfolio. She also mentions two books: Koster’s A Theory of Fun for Game Design and Bjork and Holopainen’s Patterns in Game Design. I had already planned to check out the latter, but I guess I should also check out Koster’s book as well.

I’m still a bit unsure of exactly how I should pursue this task. Which topics should I pay most attention to, and how? Also, I have to avoid just citing various sources, I’ll also have to reflect on them, and add something new. I guess I’ll start by reading some literature. Hopefully, something will come to me.

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