The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design


Olsson Carl Magnus Björk Staffan Dahlskog Steve
2014 DiGRA '14 - Proceedings of the 2014 DiGRA International Conference

Rooted in the complexity of purposeful design, this paper embraces a phenomenological perspective of design as both a process and artifact. We use this perspective to interpret why the conceptualization and realization of design intentions can be difficult to achieve and why design is often perceived as a so called ‘wicked problem’. This paper revisits the concepts of game design patterns and game mechanics, arguing that refactoring these concepts is needed to clarify their relationships and motivations. We outline the separation of concerns between them and suggest that an additional contextualizing layer should be added to the discourse. Using this, we define and reflect upon what we refer to as the conceptual relationship model.

 

Socially Adaptable Games


Eriksson Daniel Peitz Johan Björk Staffan
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This paper introduces the concept of Social Adaptability, a characteristic of games that are explicitly designed to function in changing social environments, and provides initial guidelines for how to design games so that they have this characteristic. The guidelines are based upon analysis of related concepts, types of social roles players can have in games, and how social environments in games can change during gameplay.

 

Game Design Patterns


Björk Staffan Lundgren Sus Holopainen Jussi
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

We present a model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play. The model consists of a structural framework to describe the components of games, and patterns of interaction that describes how components are used by players (or a computer) to affect various aspects of the game play. Focusing on the patterns and identified methods for using them, we describe the development of the model and how we are currently working to enlarge and validate the collection of patterns.

 

Understanding Pervasive Games through Gameplay Design Patterns


Björk Staffan Peitz Johan
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This paper reports on a cluster analysis of pervasive games through a bottom-up approach based upon 120 game examples. The basis for the clustering algorithm relies on the identification of pervasive gameplay design patterns for each game from a set of 75 possible patterns. The resulting hierarchy presents a view of the design space of pervasive games, and details of clusters and novel gameplay features are described. The paper concludes with a view over how the clusters relate to existing genres and models of pervasive games.

 

Exploring Aesthetic Ideals of Gameplay


Lundgren Sus Bergström Karl J. Björk Staffan
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

This paper describes a theoretical exploration of aesthetics ideals of gameplay. Starting from observations about the game artifact, several gameplay properties that can affect the aesthetical experience are identified, e.g. tempting challenges, cohesion, and gamer interaction. These properties are then used to describe several aesthetical ideals of gameplay, e.g. emergence, reenactment, meditative, and camaraderie. The properties and ideals provide concepts for how games attribute aesthetical value to gameplay design and how they distinguish their own preferences from inherent qualities of a game artifact.

 

Gameplay Design Patterns for Game Dialogues


Brusk Jenny Björk Staffan
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

Dialogues are natural models for human communication and have also been used to model interaction within computer games. In this paper, we look at current models of dialogues from within the field of computational linguistics and explore their usefulness of games, and especially for the design of gameplay through interaction with nonplaying characters in games. This is done by analyzing several examples of computer-based games and similar playful activities, both to see which models of dialogues are used but also to suggest possible ways of expanding gameplay through using other dialogue models. Uses of existing models for dialogues within games are identified but an additional model, the Game State-based approach to dialogues, is introduced. The possible implications of the changes in gameplay are described through the use of gameplay design patterns, offering a way to encode design knowledge explicitly and link that knowledge to other gameplay design pattern collections.

 

Gameplay Design Patterns for Believable Non-Player Characters


Lankoski Petri Björk Staffan
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Descriptions of humans require several qualities for people to experience them as believable: human body; selfawareness, intentional states, and self impelled actions; expression of emotions; ability to use natural language; and persistent traits. Based on these we analyze non-player character Claudette Perrick in The Elders Scroll IV: Oblivion to detect how these qualities can be created in the interactive environment of a game. We derive the gameplay design patterns Awareness of Surrounding, Visual Body Damage, Dissectible Bodies, Initiative, Own Agenda, Sense of Self, Emotional Attachment, Contextual Conversational Responses, and Goal-Driven Personal Development, which point to design choices that can be made when designing believable non-player characters in games.

 

Describing Games: An Interaction-Centric Structural Framework


Björk Staffan Holopainen Jussi
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

We present a structural framework to describe games in terms of components. The components are divided into four major areas: meta-structure, bounding, narrative and objective. The framework is developed to be used in conjunction with game design patterns, descriptions of patterns of interaction relevant to game play. We describe the development of the framework and how it relates to patterns.

 

On Making Good Games: Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features


Björk Staffan
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players

This paper uses a framework of player virtues to perform a theoretical exploration of what is required to make a game good. The choice of player virtues is based upon the view that games can be seen as implements, and that these are good if they support an intended use, and the intended use of games is to support people to be good players. A collection of gameplay design patterns, identified through their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games.

 

Undercurrents: A Computer-Based Gameplay Tool to Support Tabletop Roleplaying


Bergström Karl Jonsson Staffan Björk Staffan
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players

This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process.