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Foundations of Digital Games 2012
DESIGN PATTERNS IN GAMES: THE WORKSHOP
Opening Remarks

BIG QUESTIONS AND CHALLENGES
1977
 Architecture and urban
  design
 “ Organize implicit
  knowledge about how
  people solve recurring
  problems when they go
  about building things”

   Present a problem and a
    solution
                              http://www.patternlanguage.com
INFLUENCE ON SOFTWARE ENGINEERING



                                         “reusable solution
                                          to a commonly
                                          occurring problem
                                          in software
                                          design”

      1994
(with lots of earlier work at least as far back as 1987)
GAMES?

1.   Need for a language/vocabulary for
     describing and talking about game design



2.   Desire to document design
     decisions/conventions
        Often problem/solution pairs
GAMES – EARLY WORK

                                                        Formal
                                                        Abstract
                                                      Design Tools



                    1984                            1999
                  Crawford                         Church
                                               (Game Developer)

 The Case for
 Game Design
   Patterns



     2002                           2005                                    2005
Bernd Kreimeier             Bjork & Holopainen                       Zagal, Mateas, et al.
 (Gamasutra)            (also earlier work in 2003)
TODAY
               Genre       Descriptive
Generative
              Specific     Notation &
Grammars
              Patterns     Grammars



               Game         Interface
             Programming    Patterns
              Patterns


                            Abstract
Taxonomies                   Logical     Etc.
                           Formalisms
WHY PATTERNS IN GAMES?

1.   Common solutions for design problems
2.   Development of critical/expressive language
3.   Framework for developing/sharing deeper
     understanding
4.   Exploring/mapping design space
5.   Formalizing design knowledge for
     automated creation
6.   Support for games education
It’s been about 10 years….




DESIGN PATTERNS AND GAMES
BEYOND 2012
THE BIG CHALLENGES

1.   Accessibility & Usability

2.   Significance of Contributions

3.   Ludic Responsibility
ACCESSIBILITY & USABILITY (1/3)
   Barriers to Entry
     How    to navigate and make sense of?
        Topologies of patterns
        Entry Points

     Experts      invest time to learn language
        Elitist



   Fragmentation
     Multiple     approaches re-inventing the wheel
ACCESSIBILITY AND USABILITY (2/3)




 Why not useful?
 Is this work relevant? To whom?
ACCESSIBILITY & USABILITY (3/3)

   Appropriate Level of Abstraction
     Focus on the tree, miss the forest
     Focus on forest, what trees?
SIGNIFICANCE OF CONTRIBUTIONS
   Theoretical Underpinnings
     Are we creating theory?
     What theory/ies are informing/supporting our work?


   Methodological Rigor
       What are our methods?
          What are the drawbacks?
          What are the strengths?

       Documenting and developing
          Data   collection, data sharing
LUDIC RESPONSIBILITY (1/3)
   “Good” Design vs “Bad” Design vs “Design”
     PositiveValues (e.g. cooperation)?
     Negative Values (e.g. competition)?



   Is our work descriptive?
     This   is what we’ve seen

   Is our work prescriptive?
     This   is what you should do…
LUDIC RESPONSIBILITY (2/3)

   Anti-patterns
     Examples      of “bad design”
        Common      Mistakes
        Laziness
             “Should know better”


   Dark Patterns
     From  wiki.darkpatterns.org (UI/UX)
     “User Interfaces Designed to Trick People”
LUDIC RESPONSIBILITY (3/3)

   Dark Patterns = Patterns for “Evil”

   “Evil”?
     Patterns   for manipulating players
        Removing  the player’s autonomy
        Don’t make an informed decision about game

     When    the designers’ intentions aren’t good?
DARK PATTERNS – FRIEND SPAM

   “A site or game asks for your twitter or email
    credentials for an allegedly benign purpose
    (e.g. finding friends who are already using
    that service), but then goes on publish
    content or send out bulk messages using
    your account - i.e. from you.”



                http://wiki.darkpatterns.org/Friend_Spam
DARK PATTERN? – IN-GAME PURCHASES




      http://www.penny-arcade.com/comic/2009/11/06
DARK PATTERNS?

   Charging extra for additional game
    options
     E.g.   Skip a level? Pay now!
   Pay-to-cheat
     Words With Friends: Buy ability “look in bag” and
      see what letters are left (access to hidden info)
   Mercenary Treadmill
     Game’s   features depend on in-game currency
      that takes forever to amass - unless you pay real
      $!
              http://s349909351.websitehome.co.uk/blog/
THE BIG CHALLENGES
1.    Accessibility & Usability
     1.   Entry Barriers
     2.   Who is this for? What is the relevance?
     3.   Level of Abstraction?

2.    Significance of Contributions
     1.   Theoretical Underpinnings
     2.   Methodological Rigor

3.    Ludic Responsibility
         Descriptive / Prescriptive
         Supporting Values
THANK YOU, ANY QUESTIONS?




Jose Zagal
jzagal@cdm.depaul.edu
http://facsrv.cdm.depaul.edu/~jzagal

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Game Design Patterns Workshop - FDG2012 - Opening Remarks

  • 1. Foundations of Digital Games 2012 DESIGN PATTERNS IN GAMES: THE WORKSHOP
  • 3. 1977  Architecture and urban design  “ Organize implicit knowledge about how people solve recurring problems when they go about building things”  Present a problem and a solution http://www.patternlanguage.com
  • 4. INFLUENCE ON SOFTWARE ENGINEERING  “reusable solution to a commonly occurring problem in software design” 1994 (with lots of earlier work at least as far back as 1987)
  • 5. GAMES? 1. Need for a language/vocabulary for describing and talking about game design 2. Desire to document design decisions/conventions  Often problem/solution pairs
  • 6. GAMES – EARLY WORK Formal Abstract Design Tools 1984 1999 Crawford Church (Game Developer) The Case for Game Design Patterns 2002 2005 2005 Bernd Kreimeier Bjork & Holopainen Zagal, Mateas, et al. (Gamasutra) (also earlier work in 2003)
  • 7. TODAY Genre Descriptive Generative Specific Notation & Grammars Patterns Grammars Game Interface Programming Patterns Patterns Abstract Taxonomies Logical Etc. Formalisms
  • 8. WHY PATTERNS IN GAMES? 1. Common solutions for design problems 2. Development of critical/expressive language 3. Framework for developing/sharing deeper understanding 4. Exploring/mapping design space 5. Formalizing design knowledge for automated creation 6. Support for games education
  • 9. It’s been about 10 years…. DESIGN PATTERNS AND GAMES BEYOND 2012
  • 10. THE BIG CHALLENGES 1. Accessibility & Usability 2. Significance of Contributions 3. Ludic Responsibility
  • 11. ACCESSIBILITY & USABILITY (1/3)  Barriers to Entry  How to navigate and make sense of?  Topologies of patterns  Entry Points  Experts invest time to learn language  Elitist  Fragmentation  Multiple approaches re-inventing the wheel
  • 12. ACCESSIBILITY AND USABILITY (2/3)  Why not useful?  Is this work relevant? To whom?
  • 13. ACCESSIBILITY & USABILITY (3/3)  Appropriate Level of Abstraction  Focus on the tree, miss the forest  Focus on forest, what trees?
  • 14. SIGNIFICANCE OF CONTRIBUTIONS  Theoretical Underpinnings  Are we creating theory?  What theory/ies are informing/supporting our work?  Methodological Rigor  What are our methods?  What are the drawbacks?  What are the strengths?  Documenting and developing  Data collection, data sharing
  • 15. LUDIC RESPONSIBILITY (1/3)  “Good” Design vs “Bad” Design vs “Design”  PositiveValues (e.g. cooperation)?  Negative Values (e.g. competition)?  Is our work descriptive?  This is what we’ve seen  Is our work prescriptive?  This is what you should do…
  • 16. LUDIC RESPONSIBILITY (2/3)  Anti-patterns  Examples of “bad design”  Common Mistakes  Laziness  “Should know better”  Dark Patterns  From wiki.darkpatterns.org (UI/UX)  “User Interfaces Designed to Trick People”
  • 17. LUDIC RESPONSIBILITY (3/3)  Dark Patterns = Patterns for “Evil”  “Evil”?  Patterns for manipulating players  Removing the player’s autonomy  Don’t make an informed decision about game  When the designers’ intentions aren’t good?
  • 18. DARK PATTERNS – FRIEND SPAM  “A site or game asks for your twitter or email credentials for an allegedly benign purpose (e.g. finding friends who are already using that service), but then goes on publish content or send out bulk messages using your account - i.e. from you.” http://wiki.darkpatterns.org/Friend_Spam
  • 19. DARK PATTERN? – IN-GAME PURCHASES http://www.penny-arcade.com/comic/2009/11/06
  • 20. DARK PATTERNS?  Charging extra for additional game options  E.g. Skip a level? Pay now!  Pay-to-cheat  Words With Friends: Buy ability “look in bag” and see what letters are left (access to hidden info)  Mercenary Treadmill  Game’s features depend on in-game currency that takes forever to amass - unless you pay real $! http://s349909351.websitehome.co.uk/blog/
  • 21. THE BIG CHALLENGES 1. Accessibility & Usability 1. Entry Barriers 2. Who is this for? What is the relevance? 3. Level of Abstraction? 2. Significance of Contributions 1. Theoretical Underpinnings 2. Methodological Rigor 3. Ludic Responsibility  Descriptive / Prescriptive  Supporting Values
  • 22. THANK YOU, ANY QUESTIONS? Jose Zagal jzagal@cdm.depaul.edu http://facsrv.cdm.depaul.edu/~jzagal