Underlying Assumptions and Concepts: Difference between revisions
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== References == | == References == | ||
<references> | <references> | ||
<ref name="Alexander"></ref> | <ref name="Alexander"> | ||
Alexander (Author), Sara Ishikawa (Author), Murray Silverstein | |||
A Pattern Language: Towns, Buildings, Construction. Oxford University Press. | |||
ISBN-10: 0195019199 | |||
ISBN-13: 978-0195019193 | |||
</ref> | |||
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | ||
<ref name="Bjork & Holopainen 2004, chapter 2">Björk, S. & Holopainen, J. (2004) An Activity-Based Framework for Describing Games. Chapter 2 in ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | <ref name="Bjork & Holopainen 2004, chapter 2">Björk, S. & Holopainen, J. (2004) An Activity-Based Framework for Describing Games. Chapter 2 in ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | ||
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Design Patterns: Elements of Reusable Object-Oriented Software. | Design Patterns: Elements of Reusable Object-Oriented Software. | ||
Addison-Wesley Professional | |||
ISBN-10: 0201633612 | ISBN-10: 0201633612 | ||
ISBN-13: 978-0201633610.</ref> | ISBN-13: 978-0201633610.</ref> | ||
</references> | </references> | ||
Revision as of 09:59, 19 November 2010
Assumptions
It is possible to name re-usable gameplay design concepts
This assumptions builds on similar assumptions from other design disciplines, most specifically the design pattern approach introduced in Architecture<ref name="Alexander"/> and commonly used in object-oriented programming<ref name="Gamma"/>.
Games can be described as an Activity-Based Framework of Game Components
The original gameplay design patterns collection<ref name="Bjork & Holopainen 2004"/> was created from analyzing specific ways game components could be instantiated in a game design. To support this, a framework describing generalized game components on different levels of abstraction was identified<ref name="Bjork & Holopainen 2004, chapter 2"/>
Concepts
References
<references> <ref name="Alexander">
Alexander (Author), Sara Ishikawa (Author), Murray Silverstein
A Pattern Language: Towns, Buildings, Construction. Oxford University Press.
ISBN-10: 0195019199 ISBN-13: 978-0195019193
</ref>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> <ref name="Bjork & Holopainen 2004, chapter 2">Björk, S. & Holopainen, J. (2004) An Activity-Based Framework for Describing Games. Chapter 2 in Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> <ref name="Gamma">
Erich Gamma (Author), Richard Helm (Author), Ralph Johnson (Author), John M. Vlissides
Design Patterns: Elements of Reusable Object-Oriented Software.
Addison-Wesley Professional ISBN-10: 0201633612 ISBN-13: 978-0201633610.</ref> </references>