<aside> ℹ️ Vocabulary, communication, analysis, inspiration, concept development

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Game Design Tools – Main Page

Game Design Patterns

A Deck of Lenses

Machinations


Description

Game design patterns are semiformal interdependent descriptions of commonly reoccurring parts of the design of a game that concern gameplay. (Björk & Holopainen, 2005, p.34)

Game design patterns, as developed by Staffan Björk, Sus Lundgren, and Jussi Holopainen, is a design tool that collects hundreds of design patterns, detailing their definition, examples, usage and implementation, consequences, and related patterns. Using these patterns can enhance communication, game and design analysis, inspiration, and the further development of game concepts.

The Gameplay Design Patterns wiki (http://gameplaydesignpatterns.org/) offers 607 patterns (as of August 11, 2021), extending upon the ones originally published in Patterns in Game Design (Björk & Holopainen, 2005). The GDPVis site (https://gdpv.is/) provides an additional visual interface with node-based filtering options. Björk and Holopainen (2003) also developed a structural framework describing the components of games referenced in the design patterns.

Example: Movement

The action of moving game elements in game worlds.

Movement of game elements is a common activity in games that have game worlds or game boards. It allows players to try and move game elements into favorable positions as well as control or explore game areas. In computer-based games it can give players feelings of speed and vertigo. (Björk, 2016)

⚠️ Not included here are the pattern's examples, usage, consequence, and relations, as those would span multiple screens.

Application

Communication

Patterns are neutral definitions "based on the interaction in games and not based on any research field or professional jargon", thus easing communication across disciplines. The structure and semi-formal descriptions of design remain advantageous for communication even when the others lack previous knowledge of patterns. (Björk et al., 2003, p. 187)

Analysis

The usage of patterns within existing games can be studied for their implementation to identify relating patterns or novel approaches. By comparing the usage of patterns across games within a genre, the latter can be described and understood. (Björk et al., 2003, p. 188)

Inspiration

By randomly choosing a set of patterns to ideate with, or studying individual patterns to explore novel implementations, new game ideas can be generated (Björk et al., 2003, p. 187).

Concept Development