Application of Pattern Language for Game Design in Pedagogy and Design Practice
Abstract
:1. Introduction
1.1. What Is a Design Pattern?
“a careful description of a perennial solution to a recurring problem within a building context, describing one of the configurations that brings life to a building. Each pattern describes a problem that occurs over and over again in our environment, and then describes the core solution to that problem, in such a way that you can use the solution a million times over, without ever doing it the same way twice.”[14]
1.2. A Brief History of Pattern Development and Use
1.3. Pattern Projects in Games
1.4. Using Patterns in Pedagogy
1.5. An Alternative Application of Patterns
1.6. Proposal for Individual Patterns and Languages
2. Materials and Methods
- Pattern reflects or is not in conflict with validated design principles
- Pattern can be clearly understood and used by any designer
- Pattern describes its links with other existing patterns
- Pattern addresses the specific problem of the designer creating it
2.1. The Iterative Process Resulting from Common Problems
2.2. Revised Pattern Definition/Template
- Pattern Title
- Design Problem
- Pattern Description
- Pattern Confidence
- Author(s)
- Keywords (Keywords, Categories, Properties)
- Example Games (Name, Example Description)
- Pattern State
- Pattern Seed
- Groups(s)
- Pattern Image
- Pattern Image Description
- Related Patterns (Name, Description, Confidence)
- Suggested Exercises
2.2.1. Definitions of Required Properties Are Presented Here
2.2.2. Definitions of the Optional Properties Are Presented Here
2.3. Proposed Ontology for Pattern Language for Game Design Patterns
2.4. Pattern Exercises
- Step 1:
- Name a design element.
- Step 2:
- Name ten games that use that element—the more different ways the games use it, the better.
- Step 3:
- Describe how each of those games uses the element you chose. Try not to look for a pattern yet. Focus on accurately describing the way each game uses the element you identified.
- Step 4:
- What design problems do the games use the element to solve? Some games may use the element for one purpose, while others use it for another. Many games use the elements in more than one way. Describe the problems solved by your element for each of the ten games listed in step 2.
- Step 5:
- Look at steps 3 and 4. Are there patterns in the ways the games use the element, and how do those relate to the problems they solve?
- Step 6:
- Pick one of those patterns and describe it using the pattern template.
- Step 7:
- You may repeat step 6 for each pattern you observed.
2.5. Connecting Patterns into a Language
- A shared set of keywords is applied to all patterns that have been created. It is important that this set of keywords is curated and limited to accurately code patterns that share concepts.
- All patterns that share a keyword are noted and reviewed by their authors. If either author believes that there is a relationship between two patterns, its type is discussed and agreed upon by both authors. Relationships are usually reciprocal, and thus each author needs to add the relationship to their pattern.
- For patterns that have suggested exercises, those exercises are completed, and the resulting patterns are linked if appropriate.
- If a pattern does not have any related patterns at this point, then specific exercises targeted at creating higher- or lower-level patterns are completed using the same seed as the orphan pattern. The resulting patterns are linked as indicated.
2.6. Discussion of Pattern Exercises as Part of Curriculum
2.7. Example of a Student-Created Pattern Language
Design Problem |
“Can fast and reaction based movement be made easier for newer players?” |
Patterns:
|
2.8. Example of Pattern Use in an Industry Context
3. Results
3.1. Peer Review and Course Grading
- Look at the design document of your assigned group.
- Compare it to what you saw in the demonstration.
- In your readings and assignments document, list each pattern the group used.
- Describe how well you think it was implemented and whether it had its intended effect.
- List as many techniques from Game Design and Architecture as you can find in their design. For each technique:
- Is it part of a pattern, and which one?
- Does the technique help solve the group’s design problem? How?
- What techniques do NOT help solve the design problem?
- Do the techniques that do not relate to the design problem support techniques that do? If not, could they be removed?
- 1.
- Teach Me How to Fight (analyzed by Colin Yang)
- 2.
- Let’s do it Again (analyzed by Colin Yang)
- 3.
- I’m Doing It As Hard As I Can (analyzed by Michael Iantosca)
- 1.
- Montessori Building Blocks (analyzed by Harrison Sims)
- 2.
- Access as a First Level Reward (analyzed by Harrison Sims)
- 3.
- Negative space (analyzed by Michael Iantosca)
- 4.
- Local symmetry (analyzed by Michael Iantosca)
3.2. General Observations across Student and Developer Projects
3.3. Mapping the Teaching and Learning Functions to the Pattern Creation Process
3.3.1. Preparation
- Prior knowledge activation: Designers are asked to choose seeds for the patterns they develop based on their prior knowledge, or in the case of students, concepts that have just been introduced through course texts.
- Motivation: Completion of the pattern exercise process is required by the developer’s team mates as well as for the completion of game projects; both of these provide external motivation for developer persistence and contribution.
- Expectations: Exercises are introduced with full examples, and designers completing them identify uses of the pattern as part of the process of naturally identifying the utility of the process they are completing.
- Attention: In order to identify patterns and clarify their use in example games, designers must isolate the formal and functional techniques that those games contain which relate to their exercise.
3.3.2. Knowledge Manipulation
- Encoding: Developers create their own patterns, deciding how to express the ideas they have observed. They choose the pattern title and image to help solidify the concept the pattern captures.
- Comparison: During the first stages of the pattern process, designers compare the use of their seed technique across existing games. Later in the process, they identify the best applications of the pattern that they have articulated as it is applied in existing games and choose the most diverse applications as examples to include in their pattern.
- Repetition: Within a specific iteration of the process of pattern discovery, designers analyze ten or more games looking for uses of their seed technique. The larger process of language creation involves repeating the pattern creation process many times and reviewing the created patterns looking for connections.
- Interpreting: Designers must examine existing games which contain the techniques they are investigating, understand the use of those techniques, and then articulate the shared aspects of their purpose and implementation in the form of a pattern. Later, they must begin with a pattern and design a game that implements the pattern to achieve the previously stated purpose.
- Exemplifying: When completing an exercise, developers must provide examples of the use of the pattern. These examples usually differ from the games that were analyzed as the source for the pattern. Additionally, designers are encouraged to find the most diverse set of examples possible to illustrate the scope of their pattern.
3.3.3. Higher Order Relationships
- Combination, integration, synthesis: Individual patterns are created by observing and combining the purpose and implementation of techniques across games. Pattern languages are created by articulating the relationships between patterns in terms of subject, purpose and function.
- Classifying: Each pattern must be assigned a set of keywords to place it within the context of existing design theory. Three levels of keywords are provided: keywords which identify the patterns’ subject matter, categories which place it in an area of design, and properties which indicate its purpose.
- Summarizing: The description of the pattern is a summary of the analysis that the designer has undertaken to derive the pattern.
- Analyzing: Patterns are created through the analysis of a set of existing games; these must be decomposed and understood in terms of the seed technique of the pattern exercise.
3.3.4. Learner Regulation
- Feedback: As part of the language creation process, patterns are peer reviewed and revised to best form the connections necessary for the language.
- Evaluation: On project completion, projects are peer reviewed to analyze the efficacy of their implementation of the patterns.
- Monitoring: During the use of patterns in design projects, the implementing designers provide feedback to the designers that developed each pattern.
- Planning: The use of patterns in practical design projects is intrinsically a planning process wherein the designers use patterns to structure their design prior to implementation.
3.3.5. Productive Actions
- Hypothesis generation: The process of pattern formation consists of analyzing data and forming a hypothesis.
- Inferring: Designers take existing design knowledge, examine existing examples of its use, and infer the patterns that it forms.
- Explaining: Creating the textual artifact of a pattern using the provided template allows designers to articulate and explain the theory they have constructed. Patterns are then further used to explain the more complex composite concepts that form a complete game design.
- Applying: Using patterns as the basis of design in practical game projects allows designers to apply the concepts that they have articulated and validate their efficacy.
- Producing and constructing: From simple scene implementations using a signal pattern to complex full game designs, the practical execution of a design into a game provides designers with the opportunity to demonstrate their learning in functional game artifacts.
4. Discussion
4.1. A Rigorous Review Process and Future Metrics
- a stable rubric for assessing patterns in terms of existing design theory;
- a persistent way to record the use of patterns in student projects;
- standardized assessment of playtest data for games using patterns;
- assessment of games developed by equivalent students without the use of patterns;
- a larger sample of industry developers producing and using patterns.
4.2. Limited Project Size
4.3. The Benefits and Limitations of Student Developers
4.4. Games@Northeastern: Studio Project
5. Conclusions
- access the learning opportunities offered by the process of creating patterns;
- utilize the communication clarity created through a shared understanding of a pattern;
- practice thoughtful design through connecting practical design problems with the patterns that solve them.
Supplementary Materials
Funding
Acknowledgments
Conflicts of Interest
References
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Classes | |||
---|---|---|---|
example_game exercise game game_available_link game_developer game_info_link | game_platform game_publisher game_release game_type group group_type | keyword pattern pattern_exercise pattern_related_pattern pattern_seed pattern_states | pattern_suggested_exercise related_pattern user EquivalentTo: author author EquivalentTo: user |
Object Property - Domain - Range | Object Property - Domain - Range |
---|---|
hasAuthor - pattern - user hasExampleGame - pattern - example_game hasExercis - pattern - pattern_exercise hasGame - example_game - game hasGameAvailableLink - game - game_available_link hasGameDeveloper - game - game_developer hasGameInfoLink - game - game_info_link hasGamePlarform - game - game_platform hasGamePublisher - game - : game_publisher hasGameType - game - game_type hasGroup - pattern, user - group | hasGroupType - group - group_type hasKeyword - game, pattern - keyword hasPatternSeed - pattern - pattern_seed hasPatternState - pattern - pattern_states hasRelatedPattern - pattern - related_pattern hasRelease - game - game_release hasSuggestedExercise - pattern - pattern_suggested_exercise hasUser - pattern - user owl:topObjectProperty - related_pattern - pattern relatesTo - related_pattern - pattern |
Data Property - Domain | Data Property - Domain |
---|---|
game_available_link_notes - game_available_link game_available_link_source - game game_available_link_url - game game_description - game game_developer_name - game_developer game_developer_notes - game_developer game_image - game game_info_link_notes - game_info_link game_info_link_source - game_info_link game_info_link_url - game game_name - game game_plarform_name - game_platform game_platfrom_notes - game_platform game_publisher_name - game_publisher game_publisher_notes - game_publisher game_release_date - game game_release_name - game_release game_release_notes - game_release game_release_type - game game_type_name - game_type game_type_notes - game group_auto_join - group group_name - group | pattern_exercise_name - pattern_exercise pattern_exercise_page - pattern_exercise pattern_image - pattern pattern_image_description - pattern pattern_name - pattern pattern_seed_description - pattern pattern_seed_name - pattern pattern_state_name - pattern pattern_suggested_execise_description - pattern_suggested_exercise related_pattern_confidence - related_pattern related_pattern_description - related_pattern related_pattern_type - related_pattern video_gameplay - game video_trailer - game group_type_description - group_type group_type_name - group_type pattern_confidence - pattern pattern_created_date - pattern pattern_description - pattern pattern_design_problem - pattern pattern_example_game_description - example_game pattern_exercise_description - pattern_exercise |
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Barney, C.A. Application of Pattern Language for Game Design in Pedagogy and Design Practice. Information 2021, 12, 393. https://doi.org/10.3390/info12100393
Barney CA. Application of Pattern Language for Game Design in Pedagogy and Design Practice. Information. 2021; 12(10):393. https://doi.org/10.3390/info12100393
Chicago/Turabian StyleBarney, Christopher Aaron. 2021. "Application of Pattern Language for Game Design in Pedagogy and Design Practice" Information 12, no. 10: 393. https://doi.org/10.3390/info12100393
APA StyleBarney, C. A. (2021). Application of Pattern Language for Game Design in Pedagogy and Design Practice. Information, 12(10), 393. https://doi.org/10.3390/info12100393