Underlying Assumptions and Concepts
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>