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.

 

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.