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   Book Info

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Patterns in Game Design (Game Development Series)  
Author: Staffan Bjork, Jussi Holopainen
ISBN: 1584503548
Format: Handover
Publish Date: June, 2005
 
     
     
   Book Review


From Book News, Inc.
Bjork (Chalmers University of Technology) and Holopainen (Nokia Research Center) collect game patterns for designing game elements, resource management, information presentation, actions, narrative structures, social interaction, goal structures, play sessions, and difficulty levels. Each entry describes the properties of games based on the pattern, common choices that must be considered when applying the pattern, and the consequences of gameplay that can appear. The CD-ROM contains 200 customizable patterns and slides for lectures.Copyright © 2004 Book News, Inc., Portland, OR


Book Description
"Patterns in Game Design is that rare sort of book on game design: a useful one. Readers will find their understanding of games, and designers their toolbox, expanded by exposure to a wide variety of game design techniques, some of which they may not have been previously aware." —Greg Costikyan Eminent game designer of Paranoia and member of the Adventure Gaming Hall of Fame 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. KEY FEATURES * Provides a practical collection of game design patterns that facilitate any type of game design * Defines a common language designers can use to talk concisely about the essence of games * Teaches the basic concepts of gameplay through the study of design patterns * Includes ready-to-use, customizable patterns * Emphasizes design methodology as a style that is independent of the technology covered * Includes a CD-ROM with an easy-to-use collection of patterns from the book (200+ total), slides for a series of introductory lectures, and PDF versions of the patterns in quick card form On the CD! * Game Design Pattern Collection - Includes over 200 patterns from the book in HTML-format, cross-referenced for easy searching by chapter or alphabetically using a standard Web browser * Pattern Cards - Includes PDF versions of the patterns with concise pattern descriptions that can be printed as individual cards. These short descriptions are designed to be used as reminders and pointers to the full descriptions * Presentation Slides - Includes a set of PowerPoint™ slides using the patterns as a teaching tool for workshops, lectures, etc. SYSTEM REQUIREMENTS WINDOWS 95/98/ NT/2000, Pentium Processor+, CD/ hard drive, 32MB RAM; MAC OS 7.61+, PowerPC+, CD / hard drive 32MB RAM, or any other similar system which can run the required programs.


About the Author
Staffan Bjork has a Ph.D. in Informatics from Goteborg University, Sweden. He was the studio manager of the PLAY studioo at the Interactive Institute in Sweden between 2001 and 2003 and currently works part time as a senior researcher. He teaches part time at Chalmers University of Technology, is the president of the Swedish human-computer interaction interest group, member of the executive board of the Digital Games Research Association, and is the author of many articles about game research. Jussi Holopanien is heading the Game Design Group at Nokia Research Center, Finland and is currently a member of the executive board of the Digital Games Research Association. He has also authored or co-authored several papers on game design.




Patterns in Game Design

SYNOPSIS

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.

KEY FEATURES* Provides a practical collection of game design patterns that facilitate any type of game design* Defines a common language designers can use to talk concisely about the essence of games* Teaches the basic concepts of gameplay through the study of design patterns* Includes ready-to-use, customizable patterns* Emphasizes design methodology as a style that is independent of the technology covered* Includes a CD-ROM with an easy-to-use collection of patterns from the book (200+ total), slides for a series of introductory lectures, and PDF versions of the patterns in quick card form On the CD!* Game Design Pattern Collection - Includes over 200 patterns from the book in HTML-format, cross-referenced for easy searching by chapter or alphabetically using a standard Web browser* Pattern Cards - Includes PDF versions of the patterns with concise pattern descriptions that can be printed as individual cards. These short descriptions are designed to be used as reminders and pointers to the full descriptions* Presentation Slides - Includes a set of PowerPoint(tm) slides using the patterns as a teaching tool for workshops, lectures, etc. SYSTEM REQUIREMENTSWINDOWS 95/98/ NT/2000, Pentium Processor+, CD/ hard drive, 32MB RAM; MAC OS 7.61+, PowerPC+, CD / hard drive 32MB RAM, or any other similar system which can run the required programs. In addition, you will need a Web browser, such as Mozilla or Microsoft ® Internet Explorer, a PDF reader, such as Adobe® Reader(tm), and Power- Point(tm) for the slides.

WHAT PEOPLE ARE SAYING

Greg Costikyan

"Patterns in Game Design is that rare sort of book on game design: a useful one. Readers will find their understanding of games, and designers their toolbox, expanded by exposure to a wide variety of game design techniques, some of which they may not have been previously aware." — Eminent game designer of Paranoia and member of the Adventure Gaming Hall of Fame

ACCREDITATION

Staffan Bj￯﾿ᄑrk has a Ph.D. in Informatics from G￯﾿ᄑteborg 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. He is also a member of the steering board of Neogames, a Finnish game development and promotion organization.

     



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