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Experiences with design patterns for oldschool action games

Published: 21 July 2012 Publication History

Abstract

This article discusses the application of an Alexandrian pattern language to the design of interactive systems. It grew out of an University course titled A Pattern Approach to Action Game Design, which was offered as an elective in the Creative Technologies program at Auckland University of Technology, New Zealand, in 2011. We sketch out the idea of design patterns and describe our experiences with the process of using them for designing oldschool action games, that is, finding patterns, making a language, using it for creating several game designs and realizing one of these designs collaboratively. We discuss the concept of the course and present our pattern language and the game we made. While the language is arguably more like a patchy pattern collection, the various game designs quite loose and the realized game unfinished, the process was challenging and intense, and offered students a new perspective on design. In the spirit of design patterns, we only did what the task at hand required, not artificial exercises. We attempted to connect theory and practice in a natural, direct way as we presented, discussed and used everything we did in order to continue our journey. Our course was not aimed at fixed or frozen products, but on a process that was constantly in flux through collaboration by people who interact and share a common pattern language, use, test, revise and refine it while moving on.

References

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Alexander, C., Ishikawa, S., Silverstein, M., Jacobson, M., Fiksdahl-King, I., and Angel. S. 1977. A Pattern Language. Oxford University Press, New York.
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Alexander, C. 1979. The Timeless Way of Building. Oxford University Press, New York.
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Björk, S., Lundgren, S., and Holopainen, J. Game Design Patterns. 2003. In Level Up: Digital Games Research Conference, 4--6.
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Björk, S. and Holopainen, J. 2005. Patterns in Game Design. Charles River Media, Hingham.
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Borchers, J. 2001. A Pattern Approach to Interaction Design. Wiley, Chichester.
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Church, D. 1999. Formal Abstract Design Tools. In Gamasutra, July 16, 1999. DOI= http://www.gamasutra.com/view/feature/3357/formal_abstract_design_tools.php.
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Kreimeier, B. 2002. The Case For Game Design Patterns. In Gamasutra. March 13, 2002. DOI= http://www.gamasutra.com/view/feature/4261/the_case_for_game_design_patterns.php.
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Kreimeier, B. 2003. Content Patterns in Game Design. In Game Developers Conference, 2003.
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Lemay, P. 2007. Developing a pattern language for flow experiences in video games. In Situated Play, Proc. DiGRA 2007 Conf., 449--455.
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Nystrom, R. 2010. Game Programming Patterns/Getting Started/Introduction. DOI= http://gameprogramming patterns.com/introduction.html (last modified on July 08, 2010).
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Simpson, Z. B. 1998. Design Pattern for Computer Games. In Computer Game Developer's Conference (Austin, TX; San Jose, CA. Nov 1998, May 1999). DOI= http://www.mine-control.com/zack/patterns/gamepatterns.html.
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Cited By

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  • (2014)A multi-level level generator2014 IEEE Conference on Computational Intelligence and Games10.1109/CIG.2014.6932909(1-8)Online publication date: Aug-2014
  • (2014)Procedural Content Generation Using Patterns as ObjectivesApplications of Evolutionary Computation10.1007/978-3-662-45523-4_27(325-336)Online publication date: 29-Nov-2014

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Information

Published In

cover image ACM Other conferences
IE '12: Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
July 2012
182 pages
ISBN:9781450314107
DOI:10.1145/2336727
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • Auckland University of Technology
  • University of Technology, Sydney: University of Technology, Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 July 2012

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Author Tags

  1. action games
  2. design methodology
  3. game design
  4. pattern design
  5. pattern language
  6. teaching

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  • Research-article

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IE '12
Sponsor:
  • University of Technology, Sydney

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Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

View all
  • (2014)A multi-level level generator2014 IEEE Conference on Computational Intelligence and Games10.1109/CIG.2014.6932909(1-8)Online publication date: Aug-2014
  • (2014)Procedural Content Generation Using Patterns as ObjectivesApplications of Evolutionary Computation10.1007/978-3-662-45523-4_27(325-336)Online publication date: 29-Nov-2014

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