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Patterns in game design

Patterns in game design. Group Homework: Design a game with given patterns. Use 8/10 patterns. Asymmetric goals (Goal structures) Players have structurally different goals requiring different tactics and actions. Delayed effects (Narrative structures)

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Patterns in game design

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  1. Patterns in game design Group Homework: Design a game with given patterns

  2. Use 8/10 patterns • Asymmetric goals (Goal structures) • Players have structurally different goals requiring different tactics and actions. • Delayed effects (Narrative structures) • The effects of actions and events in games do not occur directly after the actions or events have started. • Diminishing returns (Resource and resource management) • The returns for similar investments decrease as the player progresses in the game. • Movable tiles (Game elements) • These are Tiles that can move during gameplay either as the effect of player actions or game events.

  3. Use 8/10 patterns • Dynamic Goal Characteristics (Goals) • Certain characteristics of the goals, usually the information available to the players, change during gameplay. • The Show Must Go On (Game State) • The game state can change without any player actions. • Imperfect Information (Information Quality) • One aspect of information about the total game situation is not fully known to a player; either the information known is totally wrong or the accuracy of the information is limited. • Character Development (Narrative Structures) • The characters' skills or knowledge improves throughout the game.

  4. Use 8/10 patterns • Betrayal (social interaction) NOT USED • One or several players that have an agreement with other players either intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement. • The betrayal pattern is not formally available until Bomberman 64. That does not stop other players from betraying you however! • Storytelling (Narrative Structures) NOT USED • The act of telling stories within the game. • Bomberman does have a storyline, but it is only available in single player mode.

  5. Super Bomberman • The Battle mode of the Super Bomberman acted as a basis for our designUses some of the listed patterns by itself • Delayed Effects - bombs are exploding after some time. • The Show Must Go On - other players can move and attack no matter what you’re doing. • Character Development - by picking power-ups character becomes more powerful and capable of more actions. • Diminishing Returns

  6. Gameplay

  7. Gameplay

  8. Addingpatterns • Players will be given a random goal in the beginning of each round • First Kill • Most Kills • Last Man Standing • Brick Buster (destroy the most brick tiles) • Implements patterns: • Asymmetric Goals - each player has his own goal. • Imperfect Information - other player are not aware of your goal. • Dynamic Goal Characteristics - goal requirements can change due to progress of the game.

  9. Addingpatterns • Change the power-up Kick a bomb into Kick a brick • Implements pattern: • Movable Tiles - tiles (bricks) can move, affected by player actions.

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