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Patterns in Game Design (Charles River Media Game Development)
 
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Patterns in Game Design (Charles River Media Game Development) (Paperback)

by Staffan Bjork (Author), Jussi Holopainen (Author)
3.0 out of 5 stars  See all reviews (1 customer review)
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Product details

  • Paperback: 423 pages
  • Publisher: Charles River Media; Pap/Cdr edition (21 Dec 2004)
  • Language English
  • ISBN-10: 1584503548
  • ISBN-13: 978-1584503545
  • Product Dimensions: 22.9 x 18.3 x 3 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 478,720 in Books (See Bestsellers in Books)

    Popular in these categories:

    #39 in  Books > Computing & Internet > PC & Video Games > Art & Design
    #55 in  Books > Computing & Internet > Computer Science > Software Design, Testing & Engineering > Design Patterns
  • See Complete Table of Contents

Product Description

Product Description

Patterns in Game Design provides professional and aspiring game designers with a collection of practical design choices that are possible in all types of games. These choices, called patterns, are used to illustrate the varying types of gameplay found in games. For the purposes of this book, gameplay is defined as the structures of player interaction with the game system and interaction with other players. This includes the possibilities, results, and reasons for players to play. By putting these elements of gameplay into practical patterns, designers have access to a common set of concepts that can be used by all developers, allowing game projects to be approached with more standard tools. These patterns help designers put their concepts and ideas into words, which makes communication between members much easier. The patterns also help with making design choices, understanding how other games work, and inspiring game ideas. The book itself is divided into two main parts. The first part covers the theoretical aspects of describing games and defining the template used to develop the game design patterns. The second part includes the actual patterns divided into chapters based on the aspect of gameplay they cover. The patterns can be used in any order and referenced as you would a dictionary. By studying these various game design patterns, designers learn about the choices they'll have to make when using a pattern in their own designs, and they'll gain an understanding of what gameplay is, so that they can design better games.

About the Author

Staffan Bjork has a Ph.D. in Informatics from Goteborg University, Sweden. He has been the studio manager of the Play studio at the Interactive Institute in Sweden between 2001 and 2003 and currently works part time as senior researcher at Play and part time at Chalmers University of Technology. He has authored many articles about game development. Jussi Holopainen is a Research Scientist at Nokia Research Center, Tampere, Finland. He is one of the founding members and the current (2003) treasurer of Digital Games Research Association (http://www digra.org). He is also a member of the steering board of Neogames, a Finnish game development and promotion organization.

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8 of 9 people found the following review helpful:
3.0 out of 5 stars Boring but useful, 19 Mar 2006
By W. Baars "Wouter Baars" (Netherlands) - See all my reviews
(REAL NAME)   
This book is boring for 2 reasons:

1. It is highly academic, thus the text is highly extensive analytical (to a point were non academics say: get to the point man, stop overanalysing it. Lots of definitions of definitions. So heavy stuff.)

2. It is a list of a lot of game patterns that are used in games. Well lists are boring to read. It is allmost as if you are reading a manual or a dictionary or so.

But.....

as a gamedesigner i found the patterns quite useful. It helps you to get new ideas, to screen a game idea and to judge weak spots in your design. And I mean concepts here not graphical game design. Now I have to figure out how I get this book read, it is so extensive. Bit by bit I guess.

Wouter Baars

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