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Patterns in Game Design
provides professional and aspiring game designers with a collection of
practical design choices that are possible in all types of games.
These choices, called
patterns, are used to illustrate the varying types of gameplay found in
games.
For the purposes of this
book, gameplay is defined as the structures of player interaction with the
game system and interaction with other players.
This includes the
possibilities, results, and reasons for players to play.
By putting these elements
of gameplay into practical patterns, designers have access to a common set
of concepts that can be used by all developers, allowing game projects to be
approached with more standard tools.
These patterns help
designers put their concepts and ideas into words, which makes communication
between members much easier.
The patterns also help
with making design choices, understanding how other games work, and
inspiring game ideas.
The book itself is
divided into two main parts.
The first part covers the
theoretical aspects of describing games and defining the template used to
develop the game design patterns.
The second part includes
the actual patterns divided into chapters based on the aspect of gameplay
they cover.
The patterns can be used
in any order and referenced as you would a dictionary.
By studying these various
game design patterns, designers learn about the choices they'll have to make
when using a pattern in their own designs, and they'll gain an understanding
of what gameplay is, so that they can design better games. |