Patterns in game design GROUP HOMEWORK: DESIGN A GAME WITH GIVEN PATTERNS.

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Presentation transcript:

Patterns in game design GROUP HOMEWORK: DESIGN A GAME WITH GIVEN PATTERNS

Use 8/10 patterns Asymmetric goals (Goal structures) Players have structurally different goals requiring different tactics and actions. Delayed effects (Narrative structures) The effects of actions and events in games do not occur directly after the actions or events have started. Diminishing returns (Resource and resource management) The returns for similar investments decrease as the player progresses in the game. Movable tiles (Game elements) These are Tiles that can move during gameplay either as the effect of player actions or game events.

Use 8/10 patterns Dynamic Goal Characteristics (Goals) Certain characteristics of the goals, usually the information available to the players, change during gameplay. The Show Must Go On (Game State) The game state can change without any player actions. Imperfect Information (Information Quality) One aspect of information about the total game situation is not fully known to a player; either the information known is totally wrong or the accuracy of the information is limited. Character Development (Narrative Structures) The characters' skills or knowledge improves throughout the game.

Use 8/10 patterns Betrayal (social interaction) NOT USED One or several players that have an agreement with other players either intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement. The betrayal pattern is not formally available until Bomberman 64. That does not stop other players from betraying you however! Storytelling (Narrative Structures) NOT USED The act of telling stories within the game. Bomberman does have a storyline, but it is only available in single player mode.

Super Bomberman The Battle mode of the Super Bomberman acted as a basis for our design Uses some of the listed patterns by itself Delayed Effects - bombs are exploding after some time. The Show Must Go On - other players can move and attack no matter what you’re doing. Character Development - by picking power-ups character becomes more powerful and capable of more actions. Diminishing Returns

Gameplay

Adding patterns Players will be given a random goal in the beginning of each round First Kill Most Kills Last Man Standing Brick Buster (destroy the most brick tiles) Implements patterns: Asymmetric Goals - each player has his own goal. Imperfect Information - other player are not aware of your goal. Dynamic Goal Characteristics - goal requirements can change due to progress of the game.

Adding patterns Change the power-up Kick a bomb into Kick a brick Implements pattern: Movable Tiles - tiles (bricks) can move, affected by player actions.