Game Development Reference
In-Depth Information
ChAptEr 7
Design patterns
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.
Introducing Design Patterns
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.
147
 
 
 
Search WWH ::




Custom Search