Wednesday, August 19, 2009

Game Design Patterns / Rules

Well, as with my last post, this post focuses on patterns and rules for game design. Note, that all of this in many ways is common knowledge to any decent writer or programmer, but I wanted to write something about some internet browsing I did the other day.

So here is the first of the links:

Game Interaction Design Patterns Library

This link will take you to a small and quaint page describing the basics of what the page is for. It will describe what a pattern is, etc. It then has several links. This, in my opinion, is the meat of the this small site. Each of the links (the ones which are not outdated or broken mind you) will take you to a site that discusses patterns, namely "interaction patterns". Now, for the standard software engineer or designer, this may not have any bearing to you. So, here is what an interaction pattern is (referenced from Wikipedia:

"Interaction design patterns are a way to capture optimal solutions to common usability or accessibility problems in a specific context. They document interaction models that make it easier for users to understand an interface and accomplish their tasks."

So, what these patterns often provide are common UI solutions and HCI (Human Computer Interaction) solutions for dealing with and interacting with user input and feedback. There are many more links and better resources out there for you, just read the Wiki article or visit some of the referenced sites from the first site posted. With these, common UI tasks and design you may have been thinking of but didn't know if it would work well (both aesthetically and in usability terms) can be solved for you, leaving you just with the means of implementing that solution.

So, the second site I found and got a kick out of, which is also referenced from the first site, is this one:

Current Rules Master List

This site goes over a list of 400 rules (really only 112 currently) for game design. Now, you may wonder where this comes from, and it is in fact explained very well on the site. The idea was that if 400 unique rules could be created that described everything needed for game design, then game design could be "closed" under those rules. What closed means is it could be fully described, discussed, and elaborated on, as with what closed means in discrete mathematics.

While many of these are common sense based or the basis of basic creative writing and player interactions, they are a good reference for any game designer, as they do actually cover many interesting and varying rules that can be applied to various aspects of game design.

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About Me

Software engineer, game developer, writer, and student. My work revolves around games, algorithms, real-time development, and creative works.