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.

 

Mapping the game landscape: Locating genres using functional classification


Dahlskog Steve Kamstrup Andreas Aarseth Espen
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

Are typical computer game genres still valid descriptors and useful for describing game structure and game content? Games have changed from simple to complex and from single function to multi function. By identifying structural differences in game elements we develop a more nuanced model to categorized games and use cluster analysis as a descriptive tool in order to do so. The cluster analysis of 75 functionally different games shows that the two perspectives (omnipresent and vagrant), as well as challenges, mutability and savability are important functional categories to use in order to describe games.