Pattern Language For Game Design
Pattern Language For Game Design
Game Design
Pattern Language for
Game Design
Chris Barney
Te original illustrations in Section V, “Te Fifeen Properties,” are by Christopher Totten. Te rest of the
original illustrations in this book are by Jason Wiser.
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SECTION I Introduction
CHAPTER 1 ◾ Introduction 3
WHAT IS THIS BOOK FOR? 3
WHY IS THIS BOOK FOR YOU? 4
WHY AM I THE PERSON WRITING THIS BOOK? 8
PATTERNS, CREATIVITY, AND ART 12
Why Are Tere Patterns? 13
Back to Art 14
Is Tere Room for Creativity and Innovation? 15
Diferent Designers, Diferent Patterns 15
Forming Patterns vs. Accepting Tropes and Stereotypes 16
SECTION II Background
Exercise 104
Pattern: Don’t Intellectualize My Pain! 110
Bonus Student Example: Temporally Unavailable Space 112
Pattern: Temporally Unavailable Space 112
FUNCTIONAL PATTERNS: PATTERNS FROM RULES 114
Pattern Purpose 114
Example Functional Pattern 116
Exercise 116
Pattern: Fight Like You Live 121
EMOTIONAL PATTERNS 124
Pattern Purpose 124
Example Emotional Pattern 125
Exercise 125
Pattern: Oh! Tat Went Unexpectedly Well 127
PLAYER EXPERIENCE PATTERN 129
Pattern Purpose 129
Example Experience Pattern 130
Exercise 130
Pattern: Te Risk of Knowing You 134
THEME PATTERNS 136
Pattern Purpose 136
Example Pattern 137
Exercise 137
Pattern: Bringing About the Apocalypse 143
Exercise 208
Pattern: Tere Had Better Be a Very Good
Explanation for Tis 212
Exercise 243
Pattern: Greater Choice Requires Greater Motivation 248
FINDING MISSING PATTERNS 251
Pattern Purpose 251
Example Finding Missing Pattern 251
Exercise 251
Pattern: And Now I Guess We’re Doing Tis 255
FINDING NEGATIVE PATTERNS 257
Pattern Purpose 257
Example Negative Pattern 258
Exercise 258
Pattern: Game, Know Tyself 262
FINDING POSITIVE PATTERNS FROM NEGATIVE ONES 264
Pattern Purpose 265
Example Positive Pattern 265
Exercise 265
Pattern: Familiarity Breeds Contempt, or at Least High
Expectations 268
USING PATTERNS FOR UNDERSTANDING 270
UNDERSTANDING TECHNIQUES 271
Pattern Purpose 271
Example Pattern 272
Exercise 272
Pattern: More or Less Running Away 274
UNDERSTANDING TROPES 276
Pattern Purpose 276
Example Pattern 277
Exercise 277
Pattern: Can I Do Tis Alone? 284
THE FIRST CHOICE 286
Pattern Purpose 286
Example Pattern 287
xiv ◾ Contents
Exercise 287
Pattern: It All Depends on How You Look at It 291
AUDIENCE PATTERNS 293
Pattern Purpose 293
Example Audience Patterns 295
Exercise 295
Pattern: Tis Game Isn’t about You … But It Is for You 300
THEORETICAL PATTERNS 303
Pattern Purpose 304
Example Teoretical Patterns 305
Exercise 305
Pattern: I See Where You Are Going with Tis 307
AFTERWORD, 397
REFERENCES, 465
INDEX, 469
Preface
How to Use This Book
M y goal with this book is to teach you a new way to approach game
design. You’ll learn how to take the games you’ve played and the design
tools you’ve already mastered and put them into a framework that you build.
Tat framework will give you access to all of the knowledge you already have
in a way that will let you understand when and why each tool is needed.
Tis book asks you to complete 25 exercises, each of which will help
you describe a pattern found in game design. Tese patterns will help you
understand or discover the techniques used to design games. Patterns that
you produce will be your own, diferent from those described by other
designers. You’ll then connect those patterns into a Pattern Language.
Tis language serves as the beginning of a framework that you’ll use to
organize your knowledge of game design so that you can always fnd the
right design tools to solve the design problems you face.
FIGURE 0.1 We all come to game design with the knowledge gained from a life-
time of playing games.
xvii
xviii ◾ Preface
Whoever you are, you already know a lot about game design. If you’re a
new student, you’re coming to your studies with the things you’ve learned
by playing dozens, probably hundreds, of games. But all of that knowledge
is buried in your memories and experiences of those games.
FIGURE 0.2 Degree programs hand students so many tools that it becomes hard
to know how to organize them.
FIGURE 0.3 Professional designers have accumulated so many tools that choos-
ing the right one can be daunting.
Preface ◾ xix
• Section I of this book looks at what precisely a pattern is. If you don’t
know, then it’s an excellent place to start. If you think you know what
a pattern is but you don’t know who Christopher Alexander is, then
I encourage you to take a look at this section. When I talk about a
pattern, I mean something particular, and I promise it’ll be worth
your time!
• Section II covers the origin of pattern theory and describes how
game design and other felds use it already. If you aren’t sure about
the idea of patterns and want to understand why they’re valuable and
how the techniques in this book developed, then you want to read
this section.
• Section III talks about how a pattern is created or discovered, and
shows you how to document your patterns. If you want to jump right
in and start digging for patterns, or you want to understand how
to get the most out of other people’s patterns, then you can jump
directly to this section.
• Section IV is where the exercises begin. If you’re excited to get
started, you can begin here and jump back to the frst three sections
when you have questions. You’ll want to complete each exercise at
least once, though each time you complete one, it’ll give you a difer-
ent pattern.
• Section V takes a step back from creating patterns and considers the
higher-level properties of game design, which you may have begun
to notice appearing again and again in the patterns you’ve created.
Ten it moves into more challenging exercises. You may want to skip
ahead to this section afer creating your frst few patterns if you feel
ready to add more depth to the patterns you’re describing.
xx ◾ Preface
FIGURE 0.4 Creating your own Pattern Language can give the structure you
need, whatever your background.
I hope that you fnd the process of working through these exercises as
rewarding as I have found the process of creating them.
Pattern Library Website
xxi
Acknowledgments
I t’s traditional to say that you could not have written a book alone.
Now, at the end of writing one, I fnally understand how true that senti-
ment is! Tis book may exist because I set out to write it, but if it is read-
able, comprehensive, rigorous, and beautiful, I have some work to do in
providing thanks.
My eternal debt and gratitude to Kamela Dolinova, my life’s partner,
and to Meadow Osmun, my oldest and dearest friend, both authors in their
own right. Your close reading, research, and technical editing allowed me
to fnd the voice to say these words.
Jason Weiser and Christopher Totten have provided beautiful illustra-
tions for this text. Teir insight and playfulness may have saved me from
producing a humorless impenetrable wall of text. Tank you for giving
this book Lebendigkeit.
Tank you to Glenna Greer and Carter Seggev for their research work
building the Games Reference included at the end of this book.
I must also thank my students at Northeastern University who sufered
through and hopefully benefted from the development of the process that
this book describes.
xxiii
Author
xxv
I
Introduction
1
CHAPTER 1
Introduction
* Tis theory of the role of narrative in society is just a theory, albeit one I would like to spend
a few years of my life rigorously researching. It doesn't have anything to do directly with the
development or use of pattern languages, but it provides a good background to understand their
importance.
† Tere are many other examples of profoundly afecting games, such as Lucas Pope’s Papers, Please,
and White Death by Nina Runa Essendrop and Simon Steen Hansen.
6 ◾ Pattern Language for Game Design
of the feast of media we consume, they are part of the cultural rhetoric*
that shapes our view of the world.
Games are unique, however, in that they’re defned by mechanics that
players interact with, and those mechanics can reinforce their narrative
and form a type of participatory rhetoric. Te player participates in the
demonstration of the validity of the argument. Tat last sentence was a
bit dense; let me give an example. A player winning a game of Settlers
of Catan has participated in the case that growth is a necessary compo-
nent of success in a competitive economic environment. A winning player
must expand their settlements to generate a variety of resources in as large
quantities as possible. Tey are explicitly rewarded for building the longest
road and so on. Tat argument is not necessarily correct, because the arti-
fcial rules that constrain the game create it. Still, it feels very persuasive,
as you experience victory or defeat depending on your ability to play out
that argument.
And last, games are simulations of real-world systems: from a worker-
placement strategy game to a dating sim, from chess to playing house.
Sometimes the simulated systems are literal, and sometimes they’re
abstract. Games let you practice interacting with those systems, ofen in
simplifed situations in which it’s easier to experiment and come to under-
stand how they work.
If you’ve been playing games all your life, and if they’re so powerful and
capable of infuencing and teaching us, then why aren’t you a super soldier
or ace pilot or skilled plumber? Te answer is that we aren’t very good
at using the potential of games. Educational games are mostly inefective
and not engaging. (I say that having helped make more than a few.) AAA
titles are trying very hard to do a lot of things; however, those things are
all pulling in diferent directions, implementing systems and executing on
mechanics with high polish and not a lot of intention or understanding.
Tere are, of course, exceptions—games that make a strong argument
and have a profound impact on their players. If you think back on the
games that matter most to you, you will probably fnd some of the more
efective ones. For instance, compare the level “No Russian” from Call of
Duty: Modern Warfare 2 to the white phosphorus scene in Spec Ops: Te
Line. In Call of Duty, the designers put the player into a situation that tells
them to murder civilians. Te designers did this for plot reasons, and to
* Cultural rhetoric is the idea that everything around us, everything we produce, is infuenced by
the culture we live in.
Introduction ◾ 7
give the player an emotional reason to hate the terrorists they are infl-
trating. In some ways it works, but it amounts to the trope of “fridging”
(killing a female character to motivate a male protagonist) applied to an
airport full of innocents. In Spec Ops: Te Line, the player is tricked into
thinking that the only way past a group of enemy soldiers is to use a drone
to target them for a mortar strike. Te game hides the nature of the target
from players; they see only markers on their radar that they assume are
enemy soldiers. To advance in the game, you have to commit an atrocity.
Afer you have located a nearby drone and mortar launcher and used it to
fre white phosphorus mortars into the cluster of “enemies,” you discover
that they were refugees; men, women, and children. To advance to the
next level, you walk past their charred bodies, including a mother holding
a small child to her chest. Despite the graphic and manipulative nature of
the sequence, it doesn’t feel like it’s using the shock value of the scene to
sell copies of the game. It is integral to this game about the horrors of war
and the way that interacts with their gamifcation.
Why did the level in Call of Duty feel ofensive, but the scene in Spec
Ops felt like an indictment both of war and of jingoistic shooters like Call
of Duty? Because Call of Duty is a valor fantasy, intended to be fun and
competitive and to have a story that makes you feel good about being a sol-
dier fghting for your cause. Call of Duty has mechanics, narrative, and art
that work to that end. Some aspects of the game, like the killing of civil-
ians or “Press F to Pay Respects” in Advanced Warfare,* work counter to
those goals. Te inconsistency in tone and mechanics across those games
makes the scenes intended to create emotional motivation seem manipu-
lative and disrespectful of both the player and the subject matter. Spec
Ops, on the other hand, is entirely focused on its intent of critiquing both
warfare and the military shooter genre. In that context, its use of forced
moral choice becomes a powerful emotional tool that feels appropriate.†
Te Pattern Language you build from the exercises in this book will
allow you to design games in a way that aligns all the aspects of your
game with the experience you’re trying to create through it. Patterns are
a neutral tool; games are not. Tey inherently have meaning, whether you
* “Press F to Pay Respects” is an infamous scene where players are attending a military funeral and
when they approach the cofn are prompted to press the F key to pay their respects. Many critics
found the mechanic shallow and disrespectful of the sacrifce of actual soldiers.
† Tat is not to say that all players were bothered by “No Russian” or that many players were not
angered by Spec Ops, just that the reactions of players to that level in Call of Duty were unexpected
to the developers, and players’ outrage at Spec Ops was the stated intent of the developers.
8 ◾ Pattern Language for Game Design
intend it or simply echo the culture around you. So you may fnd pat-
terns to examine the efects of racism and privilege, or you might fnd ones
to help you maximize player retention and monetization. Patterns won’t
make designers make “games for good,” but they will make you aware of
what all of the aspects of your game are doing and help you make sure that
it’s what you intended.
anyone ever gave me, not just because of what I learned about making
games, but because I met other game developers there. I talked to these
people I admired so much and realized they were only human. Some were
smarter than I was; some were better game developers. But not all of them.
I was new and inexperienced, but not hopelessly out of my depth.
So I made some more games, played more games, and applied for many,
many development jobs. And I got no callbacks, so I began to despair. All
my studies and practice didn’t seem to be worth much to the industry I
loved. Maybe I didn’t have what it took, and perhaps everyone could see
that but me. I hadn’t completely given up on my dreams, but I was close.
Ten one day, the call came. I was driving, and I pulled over to take it.
Afer my future boss and mentor told me that he was extending an ofer
to work as a sofware engineer and game designer on Poptropica, I stayed
parked on the side of the road for a while to cry. Even afer all my work, I
don’t think that until that moment I had admitted to myself how impor-
tant I thought games were or how much I needed to be a part of making
them.
Let me take a moment here to say that if you don’t feel that passion, if
you don’t have to make games, then put this book down and back away
slowly. Whatever your skillset, you will almost certainly be paid more for
it in another feld. Take that job instead, and you won’t have to bear the
heartbreak that this feld generates—and more importantly, you won’t
have the responsibility for making games. Because make no mistake: cre-
ating games is a huge responsibility. If you don’t yet understand why that’s
true, read on, and don’t worry, I won’t stop harping on it. Kidding aside,
the responsibility that game-makers hold is the heart of this book, and
you’ll need to understand it to understand why patterns are so important.
But let’s get back to the path to becoming a game developer and how my
journey led me to write this book. Te attempt by colleges and universities
to design programs that teach game design is admirable, and of course,
I’m enthusiastically in support of it. I’m not telling you about my educa-
tion as a way of griping about how hard I had it back in my day. (“We had
to design our levels uphill, both ways! And we didn’t even have graphics
tighteners!”) I’m not even telling you this because I think that the way I
had to learn was unfair compared to the programs that exist today.
I’m telling you this because I have become convinced that game design
is such a large, broad, delicate, and evolving art that we cannot teach it
in the time a degree program gives you to learn it. Te gaps that the cur-
rent system creates in new designers impact the entire industry. Of course,
10 ◾ Pattern Language for Game Design
At that point, I realized that the true power of Alexander’s ideas wasn’t
in the actual patterns that he identifed, but in the way that his Pattern
Language organized learning. I started talking to my game design and
teaching colleagues about my ideas, and one of them, Christopher Totten,
became very excited. He asked if I had considered writing a book. I hadn’t;
on some level, I still wasn’t sure that I was a real game designer, even
afer so many years and games. But I looked at the industry, struggling to
mature, and at my students, striving to master the complexities of design.
Eventually, I conceded that I needed to write this book: a textbook that
doesn’t teach game design directly but instead shows a way to use the pro-
cess of building a Pattern Language to learn game design.
What this book is, then, is the culmination of my attempts to learn
game design through the ad hoc processes that currently exist. It is an
attempt to put in your hands a set of tools that will allow you not to learn
the fundamentals of game design but to derive that knowledge through
your lens of experience. It is, I hope, the basis for a new pedagogy, one that
allows any aspiring game designer to unlock the principles that drive great
games—the kind that changes the world.
Back to Art
Alexander looks at the world and seeks to identify patterns that architects
can use to shape “good” spaces that will enrich the lives of the people who
inhabit them. Computer scientists, in a more limited way, try to use pat-
terns to create sofware that will function better to fulfll its purpose. I am
attempting to look at the patterns in games and use them to create more
meaningful, useful games that fulfll my intent. We are all turning pat-
terns outward to shape and improve the world around us.
Artists, I think, are examining how the world afects them—seeing pat-
terns in how they feel and using those patterns to make other people feel
the things that they do. Tey are turning patterns inward and using them
to understand themselves. Tat’s not to say that artists don’t produce art
Introduction ◾ 15
games with the potential to change the world for the better. Others that
you observe will be recapitulations of the cultural rhetorics of intolerance,
misogyny, and fear. Yes, I am saying that those things are present at a deep
level in the games we play. I have included an exercise in Chapter 14 to help
you look at tropes and understand their efects on games that use them.
Part of the work of developing your own personal Pattern Language is
deciding what patterns you want to use to create your art—and to do so
with eyes wide open to the efects of those patterns. As an industry, part
of the work of converging on a shared Pattern Language will be choosing
what patterns we want history to see when it looks back on the world our
games are helping to shape. I hope we all choose wisely.
References
Adams, Ernest, and Joris Dormans. Game Mechanics: Advanced Game Design.
Berkeley, CA: New Riders Games, 2012.
Alexander, Christopher, Sara Ishikawa, Murray Silverstein, Max Jacobson, Ingrid
Fiksdahl-King, and Shlomo Angel. A Pattern Language: Towns, Buildings,
Construction. New York: Oxford University Press, 1977.
Alexander, Christopher. Te Timeless Way of Building. New York: Oxford
University Press, 1979.
Alexander, Christopher. Te Nature of Order: An Essay on the Art of Building and
the Nature of the Universe, Book 1: Te Phenomenon of Life. Vol. 9. Berkeley,
CA: Center for Environmental Structure, 2004.
Alexander, Christopher, Randy Schmidt, Maggie Moore Alexander, Brian
Hanson, and Michael Mehafy. “Generative Codes: Te Path to Building
Welcoming, Beautiful, Sustainable Neighborhoods.” Living Neighborhoods.
Center for Environmental Structure, November 2005. www.
livingneighborhoods.org/library/generativecodesv10.pdf.
Alves, Valter, and Licinio Roque. “Imminent Death.” Sound Design in Games,
July 19, 2012. www.soundingames.com/index.php?title=Imminent_Death.
Alves, Valter, and Licinio Roque. “Design Patterns in Games: Te Case for Sound
Design.” Chania, 2013. www.fdg2013.org/program/workshops/papers/
DPG2013/b1-alves.pdf.
Auerbach, David. “Was Tis the Most Sexist Video Game of All Time?” Slate
Magazine. Slate, July 24, 2014. https://slate.com/technology/2014/07/
catherine-video-game-the-most-sexist-platformer-of-all-time.html.
Björk, Stafan, Jussi Holopainen, and Sus Lundgren. “Game Design Patterns.”
2003. www.researchgate.net/publication/221217599_Game_Design_
Patterns.
Björk, Stafan, and Jussi Holopainen. Patterns in Game Design. Boston, MA:
Charles River Media, 2006.
Björk, Stafan. “Gameplay Design Patterns.” Gameplay Design Patterns
Collection, August 8, 2019. http://virt10.itu.chalmers.se/index.php/Main_
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Butler, Tom. “Te Rise of the Jump.” Polygon, January 20, 2014. www.polygon.
com/features/2014/1/20/5227582/the-rise-of-the-jump.
Coutu, Ysabelle. “Patterns for Environmental Narrative.” Tesis, Northeastern
University, 2020.
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20 ◾ References