Game Development Reference
In-Depth Information
leveraging Patterns for Design
A pattern language is a tool designed to help you. It does not enforce a particular
way to design games. Patterns are guidelines you can use to explore your designs,
not rules instructing you what you must do to make a good game. Nevertheless, we
advise you to stick to the patterns initially. Implementing these patterns is a great
way to build your design experience and learn by copying time-tested structures.
Once you have some experience with identifying and applying these patterns, it
makes perfect sense to start to break away from them. Moving into new, uncharted
territory is exciting and important, but it is best done after you've gained some
experience.
Improving Your Designs
The most important thing you can do with design patterns is to use them to solve
problems in your design. For example, you might notice that your game produces
arbitrary outcomes because a strong positive, constructive feedback loop amplifies a
small random difference in luck early in the game. Looking at the patterns, a num-
ber of solutions suggest themselves. If the game has multiple resources, you might
introduce more negative feedback by using the trade pattern. Or you could apply
dynamic friction to counter the positive feedback.
To use design patterns in this way, it pays to study the library. Knowing the patterns
and their different implementations will enhance your understanding of common
problems in game design and provide you with a repertoire of potential solutions.
Design patterns represent general design lore in a concentrated form. After all, most
of these patterns have evolved in games over a long period. Design patterns allow you
to build on that experience without going through a long learning period yourself.
brainstorming with Design Patterns
Pattern languages make good brainstorming tools, and they allow all sorts of cre-
ative exercises. One simple technique is to choose two or three patterns at random
from the collection and try to design a game economy around them. There are
several ways to approach this exercise. You could choose a pattern at random,
implement it in a digital Machinations diagram, and then choose a new pattern
and add it to your diagram. You probably want to repeat this until you have imple-
mented three or four patterns. You might also try to create paper prototypes for
every step. Don't worry if you randomly select the same pattern again. Simply find
another resource or part of the diagram to apply it to. Alternatively, you can select
a number of patterns beforehand and design a game economy that implements all
patterns from the start.
 
 
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