Patterns in Game Design 110
Aeonite writes "The quote on the cover of Patterns in Game Design proclaims that this book is "that rare sort" that is actually "useful." It is perhaps somewhat presumptuous to disagree with someone like Greg Costikyan, but nevertheless I have my doubts as to the book's overall utility. While this book certainly seems like the sort of be-all, end-all of game design theory, what it amounts to is little more than a list, each item on the list referring to the other items like bloggers hawking each others' hyperlinks. What could have been a sort of cookbook for gaming turns out to be less a book of recipes, and more a list of ingredients: "a loaf of bread, a container of milk, and a stick of butter." Read the rest of Michael's review.
Patterns in Game Design | |
author | Staffan Björk & Jussi Holopainen |
pages | 448 |
publisher | Charles River Media |
rating | 4 |
reviewer | Michael Fiegel |
ISBN | 1584503548 |
summary | A comprehensive compendium of game design "patterns" |
The book is broken into two Parts and 15 Chapters. Part I, "Background," explains the overall approach that the authors took in creating the rest of the book, exploring four different categories of gameplay (holistic, boundary, temporal, and structural), explaining the template used for the game design patterns that follow, and suggesting means for identifying patterns and applying them to the design of a game.
Part II, the bulk of the book, is where the Pattern Collection itself lies. The collection is broken into eleven chapters, each covering a grouping of patterns that share a common element. Chapter 5, for example, covers "Game Design Patterns for Game Elements," which includes Game Worlds, Objects, Abstract Objects and Locations. Each of those categories is further broken down into the Patterns themselves; for example, "Abstract Objects" includes Patterns such as Score, High Score Lists, and Lives.
Each Pattern is laid out in the same fashion. First, there is a one-sentence summary of the Pattern, followed by a more detailed description, and any relevant examples. This is followed in turn by examples of Using the Pattern, Consequences of its use, and its Relations to other Patterns. Relations include a list of other Patterns that fall into five categories: "Instantiates" (causes other Patterns to be present), "Modulates" (affects other Patterns and thus gameplay), "Instantiated by" (is caused to appear based on other Patterns being present), "Modulated by" (is affected by other Patterns), and "Potentially Conflicting with" (can cause other Patterns to be impossible within gameplay).
This all sounds a bit scholarly, and it is, but once you get the hang of it, it's not all that hard to slog through. However, it is indeed a slog -- each Pattern is in great part made up of references to other Patterns, which means that for a full understanding of any one Pattern, you must consume many other portions of the book. In their introduction, the authors do point out that this was their intent, and that you can "read the patterns in any order, similar to how a dictionary or encyclopedia is used." Indeed, reading through the book in any fashion is about as entertaining as reading those books. Which is to say, it's occasionally enlightening, but not really easy to do for any length of time. Here's an example from the "Surprises" Pattern, where any italicized word is a reference to another Pattern:
"One requirement for Surprises is the absence of Game State Overview or the presence of Imperfect Information or Limited Foresight. Because of this, Surprises are most often achieved by having Dedicated Game Facilitators such as Game Masters. Never Ending Stories are a way of overcoming the problems of Narrative Structures by combining Surprises with Replayability, thus making the narrative continue and change forever."
At the end of many subcategories are references to "Additional Patterns," which are only explored on the CD-ROM that accompanies the book, apparently having been left out for lack of space. Their omission (they do not even appear in the book's Table of Contents or Index) makes the book itself somewhat less useful than it otherwise could have been, since the Patterns within the book so often refer to Relations with Patterns that are not actually found in the book itself. The net result is that if (for example) you are reading about Surprises, and you want to learn about Never Ending Stories, you have to put the book down and pop the CD-ROM in. Not only is this disruptive, but it's impractical at best.
Were the CD-ROM itself more easily and logically laid out, it might have overcome some of the problems within the book. Containing everything within the book, plus the many additional Patterns not found in print, the bare-bones HTML allows you to browse either alphabetically by Pattern name, or "by chapters." This latter is somewhat misleading, for the list of Patterns within each Chapter is alphabetical on the CD-ROM, and not so within the book. On the CD-ROM, Chapter 5 starts with the following Patterns: Alarm, Alternative Reality, Avatars... In the book, however, Chapter 5 contains the category Game Worlds, and then Patterns such as Game World, Reconfigurable Game World, Levels, etc., in that order. The lack of consistency can make for some maddening moments trying to toggle back and forth between book and CD-ROM, like reading a dictionary that's in part alphabetical, and in part organized by, "nouns," "verbs," "adjectives," etc.
The CD-ROM is also inconsistent when it comes to the book's two Appendices. Appendix A, "Further Reading," contains a list of over fifty articles and books referenced elsewhere in the text, and appears only in the book. Appendix B, "About the CD ROM," appears in both the book and on the CD, where for some curious reason it's in Word DOC format. There are also an assortment of images, including colorized versions of those found in the book, as well as a set of PowerPoint presentations.
Overall, the book does succeed in compiling an impressive list of Game Design Patterns. Whether the list can ever amount to anything more than scholarly masturbation is another question. The thick language, combined with the definition of Patterns by reference to other Patterns, means that overall this book is probably about as useful in the realm of Game Design as a Dictionary is in the teaching of the English language. Which is to say, it's undoubtedly a useful tool as part of a much, much broader toolset, but in and of itself it leaves quite a lot to be desired."
You can purchase Patterns in Game Design from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
What Incredible Progress (Score:4, Funny)
2004: Staffan Bjork & Jussi Holopainen attempt to bring all the wonder and excitement of development patterns from the business world into the Game Programming world by releasing an utterly boring book full of confusing terminology. (2.5 stars on Amazon.) Programmers everywhere are unimpressed, and budding game makers are left confused. The bright side is that the book explains what an Avatar and High Score List are.
My, my, my. How far we have progressed.
Re:What Incredible Progress (Score:1, Insightful)
At least this book on game development patterns attempts to consolidate and define the b
Re:What Incredible Progress (Score:2, Informative)
Non sequitur? (Score:5, Insightful)
Even if you're of the arrogant school of thinking that programmers are the alpha and the omega, and everyone else is an idiot, the program code itself _isn't_ the alpha and the omega. A game isn't just a collection of clever rendering/AI/collision/whatever subroutines. And knowing how to write clever code doesn't make you a game designer, any more than knowing how to lay out a brochure makes you a marketting expert, or than knowing how to assemble a telescope makes you an astronomer.
At any rate, designing the game and programming game code are two very very different things. Some people may be able to do both -- though a lot less than people who _think_ they could do both -- but still, they're different activities. So exactly what is the relevance of programmers or game programming books there? No, seriously. It's like saying that we don't need a new chemistry book, because a better written gardener's handbook already exists. Yeah, and the relevance of that is...?
I'm not saying that this book is particularly useful. In fact, it sounds like a major waste of time. But I _am_ saying that it addresses a whole different subject and targets a whole different audience. That's all.
Re:Non sequitur? (Score:2)
The comparison is that one did something useful, while the other one doesn't. Or to steal from the forward of "The Theory of Fun":
Re:Non sequitur? (Score:2)
Indeed I do, because the two are very separate facets of it. A game is _not_ just the code implementing it, and what made, say, KOTOR fun _isn't_ the clever lightsaber rendering code or the NPC dialogue code. The most important parts, the parts that the actual users saw, were the game design parts like the actual dialogues, not the implementation details behind them.
"(Though I question the concept of separating a tradesmaster fr
Re:Non sequitur? (Score:2)
I'm not saying it is. However, the the graphics, the way the dialog works, the interaction between the characters, the mechanics of the game, etc, etc, etc. are all key to making it "fun". Any idiot can say, "I think we should have a game where the player can be a Jedi Knight. He can interact with other Knights, jump in an X-Wing, and handle his Light Saber like
Re:Non sequitur? (Score:1)
Gaming has always been about what "feels" right.
Which is the art behind game development. Note that Art and Design while related are not the same thing. Design is about planning and affordance, Art is about expression, intuition and emotion.
A good game could be a few tweaks away from a really horrible game,
That's the problem. Game Development is filled with Artists, Scientists and hacks. People often don't really know what people want, how to find out what they want or even what makes something po
Re:Non sequitur? (Score:1)
I guess it's the arrogant programmer in me that thought it was the 2nd. ;)
Re:What Incredible Progress (Score:2)
Learning the art of developing a good graphics engine from the discoverer of Mod
Re:What Incredible Progress (Score:2)
And I don't generally see the point of graphics. The last video game I bought was a used copy of M.U.L.E. for the NES. Now THAT is a game. Quake was just a boring movie where you could move the camera around.
Re:What Incredible Progress (Score:2)
Yes, gameplay and plot are the most important thing to making a game enjoyable, long term. But when presented with a choice between a purdy game and an ugly one, what does the Average Person(tm) pick up?
Re:What Incredible Progress (Score:1)
Re:What Incredible Progress (Score:2)
I find that rather amusing, actually. I ran into the exact opposite. I found Abrash's works to go out of date and relevence much faster than LaMothe's more comprehensive, but perhaps less detailed, books.
I don't generally see the point of books that abstract themsel
Re:What Incredible Progress (Score:2)
It went into general 3D concepts in extreme detail, especially focused on the "why". The only reason much of it isn't as important any more is because one can now rely more on things like OpenGL.
Video Scanning
Abrash went much more in depth. Remember, Abrash was the first person to publish Mode X, and possibly the first to ever encounter it (he takes caution to credit anyone who might have discovered it before him but kept it to themselves).
Sprites
Abrash was much more in d
Re:What Incredible Progress (Score:2)
No he didn't. He went into cute tricks type of depth that only mattered at the time. Mode X is irrelevant to Video Scanning. That's merely a matter of reprogramming the VGA card, something that the card wasn't supposed to be able to do. (Unix Framebuffers were usually reprogra
Re:What Incredible Progress (Score:2)
No he didn't. He went into cute tricks type of depth that only mattered at the time. Mode X is irrelevant to Video Sc
Re:What Incredible Progress (Score:2)
Putting aside the fact that I *was* in seventh grade in 94, not everyone was in the same league, or even is today.
with only a couple exceptions - and I had never read a programming book (apart from an intro to C) before that.
I find it a little hard to believe that you had zero resources, yet still knew how to load PCX files, kick the system into Mode 13h, understood assembly languag
Re:What Incredible Progress (Score:2)
Hmm, looking back at the years, it appears I was in eighth.
I find it a little hard to believe that you had zero resources, yet still knew how to load PCX files
And yet I did! Want to see my old PCX loader? A friend gave me some basic info, and I figured out the rest. My first program to use it was a stereogram generator.
kick the system into Mode 13h
A friend got me some sample code that
Re:What Incredible Progress (Score:2)
Ah hah! See, you were not without your resources. Many of whom were obviously sharing their experiences gleened from sources such as TGPG. Sadly, I had no such resources, and I know I wasn't alone. There simply wasn't anyone in my nearby area who had the experience and un
Re:What Incredible Progress (Score:2)
I certainly did. My 286 ran games with graphics better than 320x200. And it's not a choice between 320x200. It's a choice between 320x200 with no paging and 360x480 with paging. Huge, huge difference.
Why would you start someone with a "BTW, ignore this code, and this code, and this code, and that code, because it does some bank switching that we'll get to later"
That's what LaMothe does throughout the book - "There's some other stuff you can do, but I'm not g
Re:What Incredible Progress (Score:2)
Re:What Incredible Progress (Score:2)
Re:What Incredible Progress (Score:2)
So did my XT. With only 16 colors. The 256 colors was why everyone put up with such a low resolution.
It's a choice between 320x200 with no paging and 360x480 with paging. Huge, huge difference.
Not for learning. If you're learning how to write a video game the difference is: understandable and completely incomprehensible.
Have you ever tried teaching Java to someone who's never coded before? The whole class and main method confuse the hell out of them. All th
Re:What Incredible Progress (Score:2)
16 != 256. Sixteen is vastly inferior.
It's a choice between 320x200 with no paging and 360x480 with paging. Huge, huge difference.
Not for learning.
And we had differences in our knowledge base, which is what I think this disagreement is all about.
Ok, this is where we may get into a difference of opinion over what "Mode X" was. The Mode X features like fast scrolling and page flipping were fully available to the 320x200 mode. Many games claimed they were using Mode X beca
Re:What Incredible Progress (Score:2)
Another 50% is still utt
Re:What Incredible Progress (Score:2)
I'll quote: "You can optimize them six ways to sunday, but you still have to do 3D to 2D projection, compute surface normals, and handle depth sorting. (Before you cry "BSP Trees!", keep in mind that BSP trees have to be computed somehow. You still have to do the same calculations ahead of time. And don't you dare remove this comment and reply as if I never made it.)"
I never said that MS Flight Simulator was *m
Re:What Incredible Progress (Score:2)
-AKAImBatman
Re:What Incredible Progress (Score:2)
Re:What Incredible Progress (Score:2)
* AKAImBatman plants a sign in the ground
DON'T FEED THE TROLLS
Re:What Incredible Progress (Score:2)
I hope you're kidding. Have you actually read the book? It may be hard to interpret 12 years later, but at the time it was published, it was a day late and a dollar short. It was state-of-the-art for 1992 -- a shame, since the book was published in 1994. It wasn'
I remember! (Score:1)
I may be wrong... (Score:2)
Bow before my questionable knowledge of useless trivia!!!!!
Re:I may be wrong... (Score:2)
I don't remember how it concluded, except for the fact that he eventually did remember and brought the groceries home to mothe
Re:I may be wrong... (Score:2)
Re:I may be wrong... (Score:2)
Re:my eyes!!!! (Score:1)
If spleing end grammer are coreckt, then an developped vocabularly be no ass important is.
Re:my eyes!!!! (Score:2)
Academics are some of the worst offenders when it comes to this, which is one reason why their papers are so dense and difficult to read, even for other academics. I try not to pull this kind of crap... I figure, anybody impressed by your vocabulary, rather than the content of your thoughts, isn't really worth impressing.
Re:my eyes!!!! (Score:2)
Novel Composite Membrane for Space Life Supporting System [nasa.gov]
Novel manufacturing process for unique mixed carbide refractory composites [nasa.gov]
Novel Tunable Dye Laser for Lidar Detection [nasa.gov]
I hate when people gripe about generalized "academics" just because they're not familiar with the topic being discussed. Yes, there *are* things to criticize about peer review, and which some people (such as Sokal) have abused amusingly. But such broad sweeping gen
Re:my eyes!!!! (Score:2)
He's not griping about Academics in general. He's griping about people who overcomplicate their language as an alternative to content. Academics can be some of the worst because they try hard to gain funding or credibility even when they're fresh out of things to say or invent. So they overcomplicate their speech to intentionally make a mountain out of a mole hill. Not all academics, mind
Re:my eyes!!!! (Score:2)
site:nasa.gov novel
are you Aeonite? (Score:2)
> Perhaps a little less caffeine might help, too.
You can't even write 8 words without adding bullshit? Hint:
Less caffeine might help.
Re:are you Aeonite? (Score:2)
Re:are you Aeonite? (Score:2)
Omit needless words.
I suppose you could trim it to: "Eschew redundancy.", but you get the gist, yes?
Or perhaps maybe you should just consider contemplating utilizing a slight bit less verbage in your attempts to engrave your thoughts upon your surroundings, what?
My review: (Score:2)
Re:are you Aeonite? (Score:2)
Baroque verbiage is counterproductive if the only raison d'être is obfuscation and self-aggrandizement.
Horribly convoluted run-on sentences are rarely appropriate.
Go read a random paragraph from Dickens or Twain, and then re-read this fellow's review.
Weight of opinions (Score:2)
Not really. There is no reason in particular why his views should be considered more valid than yours, or anyone else's who is familiar with gaming. In fact, I'd say that some other's opinions tend to be more valid, since Costikyan is dependent upon his writing and his rep for funding.
The best opinions out there are the ones that are well-informed, but have no personal stake in the topic at hand, IMO.
That said, C
Patterns (Score:4, Interesting)
It's not meant to be read through like a piece of fiction. Design Pattern books are more of a quick reference guide than a gripping narrative. You don't give a good book at 4/10 just because you aren't reading it correctly! Personally, I found this book an excellent addition to the GoF book, targeted specifically at game designers.
Re:Patterns (Score:1)
I completely agree. Patterns books are like parts catalogs. When you first get one, you leaf through it, reading about items that happen to interest you. When you actually need to get something done, you grab it again and hunt for the items that apply to your situation.
This review is another fine reminder that if I see somebody do something that seems completely ridic
Re:Patterns (Score:1)
Presumptuous? (Score:2, Interesting)
No, at first glance this looks like yet another entry into the "Those who don't, teach; those who can barely teach, write buzzword motivated instructional books" category.
Oh, c'mon, one whole book? (Score:3, Insightful)
Or did you see anything else hit the game market last year?
Re:Oh, c'mon, one whole book? (Score:2)
http://en.wikipedia.org/wiki/Civilization_IV [wikipedia.org]
Re:Oh, c'mon, one whole book? (Score:2)
I did. It's called Guitar Hero. [harmonixmusic.com]
Re:Oh, c'mon, one whole book? (Score:2)
Btw, and offtopic, know of a PC version or do I have to finish writing mine?
Re:Oh, c'mon, one whole book? (Score:2)
A trivial variant on the Dance Dance Revolution genre, only the controller is vaguely guitar-shaped rather than in the form of a floormat.
Guitar Hero == Klax Freaks (Score:2)
If you think the form of the controller is "trivial", I think you've missed the point of DDR.
Then it's a trivial variation on another game from the developer of DDR. Specifically Guitar Hero is Guitar Freaks with 2 more keys and a Klax style scrolling notechart.
Re:Oh, c'mon, one whole book? (Score:2)
Re:Oh, c'mon, one whole book? (Score:2)
Re:Oh, c'mon, one whole book? (Score:2)
I heard a bee (Score:1)
Continuing on:
"The quintessential Nomenclature for Nonsubstantiating Ideosyncracie
Re:I heard a bee (Score:2)
Re:Is this a first? (Score:1)
Amazon has it cheaper than BN (Score:2)
vs $44.95 from BN
Re:Amazon has it cheaper than BN (Score:2)
#2 Did you notice that someone already pointed out the Amazon link?
#3 Folks around here are generally pretty hostile toward the Amazon vs. BN thing. It's not wise to point it out again and draw their wrath.
#4 Fix your filename. It should be called "mustang_bluecurve.png", not "mustant_bluecurve.png".
Cheerio!
I agree with this review... (Score:2)
Looney Toons (Score:2)
Re:Looney Toons (Score:1)
Re:Looney Toons (Score:2)
Piggy back on the gang of 4 (Score:3, Informative)
There are an increasing number of books on design patterns being published, all trying to ride piggy back on the success of the gang of four [awprofessional.com], and each taking more liberties on what a design pattern is. The result is a profusion of 'faux patterns' that obscure real ones. Most of these newer books are catalogs of the obvious. The fact that the original patterns book was published in 1994 and has not had a newer addition should tell you something. It is a timeless trove of good ideas that are independant of the programming subject matter or the OO language du jour. New patterns are pretty rare.
Re:Piggy back on the gang of 4 (Score:1)
I like them (Score:2)
What do you think of interaction design patterns or usability patterns?
I didn't know what they were. I ended up looking here [brighton.ac.uk]. The closest thing in my experience with this is with style guides of various GUI's. But this is better. I think this is very much in the spirit of software design patterns. These are best practices and are well thought out. The ideas are certainly reusable.
Re:Piggy back on the gang of 4 (Score:1)
Don't forget that design patterns started in architecture [amazon.com]. I'd grant that most of the books you refer to are chasing buzzwords, but some of them may be trying to create new pattern languages that apply to a different arena of concerns.
I suspect that anything requiring non-trivial design skills could have a pattern language built around it. Whether that would generally be a
Book lacking space? Just add paper (Score:3, Funny)
And all this time I thought it was CD media that would leave things out due to 'lack of space.'
But this will all be explained in the sequel "Patterns II: The Missing Pages"
Yesterday's games vs. today's games (Score:2)
All of this while you wer hearing a really funny (or fun) melody.
So, was it a puzzle game? Yes.
Was it a platform game? Well, kinda, you had this guy jumping on platforms. I guess it could be applied. And you had to run away from enemies, too.
W
Re:Yesterday's games vs. today's games (Score:2)
I know you're trying to make a point about how creativity has fallen by the wayside, and I agree with you, but you picked a bad example. Pogo Joe was one of many hopping and co
Re:Yesterday's games vs. today's games (Score:2)
Just like all those Linux users who always go on about how Frozen Bubble is the most creative best game ever without mentioning it's just a clone of Bust-A-Move.
Pingus? (Score:2)
Another fun game was Lemmings, too bad psygnosis [...] sues cloners out of existence.
Are you claiming that Psygnosis is the reason why Pingus [seul.org] hasn't seen any updates?
Learning by doing... (Score:2)
YM "learning by infringing" (Score:2)
you would be better off looking at what others did in actual game content and just plunge into the editor to learn how to incorporate their ideas into your own "design pattern".
But if you learn primarily by doing, you might inadvertently copy something that a federal judge would deem protectable expression. Unfortunately, it has happened [lld-law.com].
Missing the point of the patterns movement (Score:2)
The concept of a patterns book is to facilitate communication between designers, *not* to teach people how to program. The idea was started by Erich Gamma et. al. with their seminal book Design Patterns and taken up by other leading authors like Martin Fowler in Patterns of Enterprise Application Architecture.
While these books may contain hands on examples and therefore be useful in teaching people how to design, their real utility comes when I as a software architect say to a new developer "We're using a
Re:Missing the point of the patterns movement (Score:1)
I've been having a look at this book for the past few weeks, and
The true pattern in game design (Score:2)
1. Revolutionary breakthrough game arrives
2. Everyone else clones said game
3. Profit
4. Stagnation while everyone waits for #1 to happen again.
Re:The true pattern in game design (Score:2)
couldn't read it (Score:2)
Not to mention that most game designers generate their own l
I've got to say it (Score:2)
Why does Hollywood suck? Because its movies must all be produced in accordance with movie design patterns. There's an alternative word for design patterns: formulaic. Fine when looking at engineering or software design (we want some assurance that we can analyse this thing and gain some assurance that it will work consistently, and that we can find other people to work on it). But to create something with artistic merit we need to transcend the formula.
A few patterns (Score:2)