Game Development Reference
In-Depth Information
Each description includes the following items:
n
Name.
Every pattern has a descriptive name. Sometimes a few alternative names
are listed under Also Known As.
n
Intent.
This is a short statement that describes what the pattern does.
n
Motivation.
The motivation describes the use of the pattern more elaborately
and suggests a few use-case scenarios.
n
Applicability.
The section describes in what situations the pattern is best used;
it describes the problems the pattern might solve.
n
Structure.
This is a graphical representation of the pattern using Machinations
diagrams.
n
Participants.
This describes and names the elements, mechanisms, and com-
pound structures that are identifiable parts of the pattern. These names are used
throughout the pattern's description.
n
Collaborations.
Identifies the most important structural relationships between
the pattern's participants.
n
Consequences.
This section describes what you might expect if you apply this
pattern to your design, including potential trade-offs and possible risks.
NOTE
To make the
diagrams illustrating
the patterns as generic
as possible, we have
avoided precise num-
bers. many resource
connections are simply
labeled with n, and
many state connections
are labeled with + or -.
To run these diagrams
in the machinations
Tool, you would have
to supply additional
details.
n
Implementation.
For most patterns there are many different ways to imple-
ment them. This section describes a few alternative ways of implementing a pattern,
including the effects of randomness on it.
n
Examples.
This section lists at least two examples of the pattern in published
games.
n
Related Patterns.
Most patterns are related to another one. Some patterns act
against each other, while others complement each other. These and other relation-
ships are described here.
In the next few sections, we'll introduce the design patterns that we have collected.
The patterns described here include a diagram and are organized into categories.
This is only a brief synopsis, however. You can find full descriptions of each pattern,
along with examples of games that use it, in Appendix B.