Game Development Reference
In-Depth Information
ChAptEr 7
In this chapter, we address the concept of design patterns and show how you can
use the Machinations Tool to build a library of useful patterns. Because there have
been many efforts to identify design patterns in the past, the first part of the chap-
ter gives some of the history and theory of the subject. Next, we'll show you how
Machinations diagrams are effective tools to capture and represent these patterns.
Finally, we'll discuss how you can use these patterns to become a better game designer.
In earlier chapters, you looked at diagrams representing many different games.
You might have noticed that some diagrams look remarkably similar. For example,
we used
Figure 7.1
to illustrate a feedback loop in
Monopoly
, and
Figure 7.2
shows
a single player version of the Harvester game we described in Chapter 6, “Common
Mechanisms.” If you ignore the
Pass Go
source and
Pay Rent
drain in Figure 7.1 and
rotate the remaining nodes 90 degrees counter-clockwise, you will discover that
although the details in the labels are different, both feedback loops are the same:
A source feeds a pool at a particular production rate. Resources from the pool can be
converted into a new type of resource that increases the production rate of the source.
FIGURe 7.1
Monopoly
FIGURe 7.2 The harvester game
If you look closely at the other examples in Chapter 6, you might spot similar
structures a few more times.
Risk
contains a similar feedback loop, too. This is not a
coincidence, nor is it likely that the designers of
Risk
deliberately stole the mechan-
ics of
Monopoly
. The similarity between the structures simply means that this particular
pattern in game mechanics works for many games. There are many more patterns in
game mechanics that are found across many different kinds of games.
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