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.
II
Background
19
CHAPTER 2
Background on A
Pattern Language by
Christopher Alexander
* For example: “People need kitchens,” not “this chief will use his kitchen to enjoy his craf in com-
fort,” or “this working programmer will only cook in an emergency and will be ordering takeout,
so his kitchen space should focus on dining rather than cooking.”
A Pattern Language ◾ 23
PATTERN THEORY
CRITICISMS
As I mentioned earlier, Alexander upset a signifcant number of archi-
tects. His work continues to generate both praise and criticism more than
A Pattern Language ◾ 25
40 years afer its publication. I want to address a few of the more cogent
criticisms before moving on.
Alexander’s work is far from perfect, and some of the criticism it gener-
ates is merited and requires consideration. However, a surprising amount
of it seems to be rooted in misunderstanding or a willful argumentative-
ness that is difcult to justify. For instance, a meta-analysis of criticisms of
A Pattern Language lists criticism that physical copies of his work look too
much like Bibles and thus suppress criticism (Dawes 2017). I am not even
sure how to respond to that.
On the other hand, many critics have pointed out that the examples
used by the 253 patterns are primarily from Western architecture. Tat is
demonstrably true. Further, because of that focus, the Pattern Language
that they defne is focused on creating spaces that will generate comfort
and pleasure in Western occupants. I do not agree with some of these
critics that this focus invalidates the concepts of A Pattern Language.
Alexander (1977) addresses this very concern in the book’s introduction:
Every society that is alive and whole will have its own unique and
distinct pattern language; and further, that every individual in
such a society will have a unique language, shared in part, but
which as a totality is unique to the mind of the person who has
it. In this sense, in a healthy society there will be as many pattern
languages as there are people—even though these languages are
shared and similar. (Alexander 1977)
It seems clear that given the imperative to extend the patterns he presents,
and the acknowledgment that anyone creating patterns will necessarily
defne patterns idiosyncratic to themselves, that Alexander did not intend
the 253 patterns shown to be applied blindly or universally. Furthermore,
he explicitly calls out the uncertain validity of those patterns in a conf-
dence rating assigned to each. Te rating ranges from 1 to 5 and indicates
whether a pattern is newly documented, seen pervasively, or successfully
used in existing projects.
One aspect of Alexander’s writing that I fnd appealing is his willing-
ness to use qualitative language. He describes things that are “good” or
“bad” in terms of architecture’s efect on people and society. He wrote
in this style in the face of the relativist sentiment prevalent in mid-20th-
century thought. It was much more acceptable to say that a thing was
26 ◾ Pattern Language for Game Design
neither good nor bad and that those kinds of value judgments were only in
the perceptions of the observer. While acknowledging that every person
will perceive diferently and that innumerable factors that shape us and
our societies afect those perceptions, Alexander nevertheless says that he
believes there are fundamental commonalities between people, whatever
their background.
His view fts well with my earlier premise that we are all pattern-rec-
ognition machines, and that while many of the patterns we see are social
and societal, many are also based in the physical world and thus universal
across individuals and cultures. Another way of looking at this would be
through the lens of self-determination theory, the idea that all individu-
als desire autonomy, competence, and relatedness. Patterns that increased
those feelings in individuals would be perceived by them as possessing
“the quality without a name.”
Last, some of the resistance to Alexander’s ideas comes from the fact
that they are openly utopian. He states his desire that architects physi-
cally build a better world. His descriptions of what that world would look
like, what patterns it would make it up, and what social changes would be
necessary to bring it about do not sit well with modern capitalist society.
Critics have stated that Alexander’s ideas do not leave room for people who
have desires that difer from his worldview. Tis implies that some people
want to work as much as possible, discard comfort for efciency, and so
on. Tat may be true to some degree, at least in the world as it is. Our soci-
ety is undeniably deeply focused on those kinds of goals. Alexander was
unashamed to take the position that those people were being infuenced
by larger social forces and making decisions against their own best inter-
ests. Tat argument comes down to a philosophical diference even if it’s
true: isn’t it the right of people to behave as they choose? I think that on
a moral and philosophical level, Alexander wanted to fnd a way to push
back against those very societal forces, to build a world that didn’t drive
people into those behavioral patterns.
Te tone of this line of criticism leads me to believe that the critics argu-
ing most loudly against his conception of good are the very owners that
pay architects to produce buildings based on their desire for proft or ef-
ciency rather than on the happiness of the inhabitants of the buildings.
Regardless of who is in the right in that moral debate, I don’t think that
it’s relevant to the validity of his theory of patterns, only to the types of
patterns an individual will consider good and how they will apply them.
A Pattern Language ◾ 27
are more likely to be universally applicable. But there will be times when
you are specifcally interested in patterns that arise in a more narrow set of
games. When you generate such patterns, it will be necessary to note their
limitations and to take care when applying them beyond the scope of the
games that exhibited them.
Implicit in the preceding statement is the need to understand the target
audience of a game. Tis need was articulated by Michela Ott and her
colleagues (2011) in their paper on pedagogy in games: “Te frst basic
choice concerns the defnition of the target users and the elicitation of
their needs.” Tat audience may have been explicit in the game’s design,
or it may be the unintentional result of the focus of the designers. For
example, designers may have created a licensed Barbie game for pre-teen
girls from America. Or a game like Gone Home may have been organically
designed for people who experienced the painful early emergence of queer
culture as it played out in the late 1980s and early 1990s. For every game
you design and every game you use as a source in the pattern exercises, you
must be aware of its intended and actual audience. And in every pattern
you generate or use, you must be mindful of the scope of its applicability.
In terms of taking a moral and qualitative stance toward design, I
tend to side with Alexander and work to create a Pattern Language for
myself that will allow me to make games that will nudge players toward
that utopian outcome. Still, there is nothing in the process that necessi-
tates that focus. It is entirely possible to use the exercises to distill patterns
that will maximize monetization, encourage toxic behavior, or reinforce
hostile worldviews. I intend that statement as a warning and imprecation
to use these tools wisely while admitting that there is nothing in them
that requires an altruistic moral purpose—beyond our desire to judge the
quality of our patterns by their capacity to create Alexander’s quality with-
out a name.
CHAPTER 3
COMPUTER SCIENCE
In the early 1990s, as object-oriented programing was becoming a domi-
nant paradigm, several computer scientists took note of Christopher
Alexander’s work. Teir interest stemmed from the fact that to program
efectively, in an object-oriented manner, a programmer needs to analyze
any problem they are programming a solution for and conceptualize an
object-oriented solution. Tis process is known as object decomposition.
Te difculty is that while some problems suggest a clear object struc-
ture, many or even most could either be broken down in near-infnite
ways or do not seem to ft an object-based model at all. Any two program-
mers working at that time could look at a problem and generate entirely
divergent object models.
Te question of which model for a given problem was better was a com-
mon point of contention in programming teams. Was it better to generate
a model that most closely refected the real system or one that was the
simplest, or the most computationally efcient, or the easiest for program-
mers to understand? As computer scientists struggled with these ques-
tions, some turned to the concept of patterns for a solution.
Some, like Richard Gabriel, looked closely at the philosophy and pur-
pose of Alexander’s work. Gabriel was interested in creating programs that
29
30 ◾ Pattern Language for Game Design
But Gabriel saw the users of the code, its “inhabitants,” as being the pro-
grammers that wrote and maintained it, rather than the computers that
executed it or the people that used the programs it produced. In this concep-
tion, the users of a program would be the inhabitants of the user experience
design of the program and would have little or no stake in the underlying
technical structure of the code. Te programmers, on the other hand, would
have a deep stake in the structure and ordering of that internal logic.
Gabriel (1998) also anticipated problems with the implementation of
patterns in an object-oriented design similar to those Alexander faced in
architecture:
Additionally, the Gang of Four’s book lists 23 patterns. Tey did admit
that other patterns might be discovered, but conceived of the patterns
that they were suggesting as fundamentally true and largely complete in
terms of providing the structure and guidance needed for writing efective
object-oriented code.
Of course, many programmers who adopted the use of those patterns
became dogmatic about that use, and labeled any code that did not imple-
ment them as having “anti-patterns.” In some cases, non-conforming code
was fawed, but in others, it was merely solving a specifc problem using
a pattern that fts that problem rather than forcing the use of one of the
canonical patterns.
It is useful to consider the ways that Iba et al.’s process difers from
mine and why. Tey begin with an information discovery phase, in which
the group considers their shared knowledge of the topic of the language,
then does additional research to gain a broader perspective and makes
sure their understanding refects the needs of those who will be afected by
the language. In the case of their example language for creative learning,
they were professors at a university focused on creative learning, and their
additional research consisted of interviewing other faculty members and
students. Tis choice fts well with Alexander’s desire to construct build-
ings that meet the needs of their occupants in collaboration with those
people.
Second, their process included regular “pattern writers workshops” in
which in-process patterns were peer-reviewed and revised based on feed-
back. Te construction of their language was a major academic efort that
took many hundreds of hours and was the primary focus of the group
members during its execution. Te fnalized document consisted of 42
patterns. It was distributed to more than 4,000 students and was function-
ally complete on distribution.
Te most important diference from this process and what I describe in
this book is the focus of a central group on creating a language for broad
use by the feld. Te techniques you will learn in the following sections
are focused on the process of creating a personal language. Te language
may fnd broad use, but its intended value is the understanding you gain
by creating it.
CHAPTER 4
Background on the
Use of Patterns in
Game Design
I am far from the frst game designer to get excited by the idea of pat-
terns for game design or even a Pattern Language for game design.
Before digging into the specifcs of the process I have developed, I want to
take a look at the previous attempts.
In this section, I am trying to provide a balanced critique of these books,
articles, and practical projects. I intend to use them to orient the work of
this book and make sure that it is advancing our industry’s understanding
and ability to use patterns. To that end, I am looking both at what these
scholars and designers are doing well and where they seem to be either
of track, mistaken, or producing incomplete conceptual work. I compare
these works with that done by Christopher Alexander to see whether they
fall short of it, meet that standard, or improve on his ideas. I have the
utmost respect for the work done by all of these scholars and could not be
writing this book without their insight. Please do not confuse my attempt
at a rigorous analysis and critique as disrespect or disregard.
BOOKS
Patterns in Game Design
Te frst of the two major books dealing with game design patterns,
and most evident by the title, is Patterns in Game Design (Bjoörk and
35
36 ◾ Pattern Language for Game Design
Holopainen 2006). Tis book is impressive in its scope and provides a use-
ful catalog of observed patterns. Te authors discuss at length the two
ways that the patterns in the book were derived:
Patterns in Game Design should be required reading for any new game
designer because it succeeds at its primary goal of creating a useful and
extensive vocabulary of game mechanics. However, I want to be clear
that I would not consider this to be a book of game design patterns in the
way that A Pattern Language is a book of architectural patterns. As stated
by the authors, the patterns listed in the book are simply abstract game
mechanics written up in a similar style to that suggested by Alexander.
Te patterns contained in this book fall short for several reasons.
First, the authors chose to divorce their patterns from the problems
they address:
Te result of this decision is patterns that don’t focus on the reason for their
use. I take issue with the idea that understanding the reasons for using a
pattern will invalidate its use in creative design work. Perhaps the issue
Use of Patterns in Game Design ◾ 37
doors per the pattern. Tat could undermine my higher-level goals of cre-
ating tension in situations where I want the character to have difculty
navigating to make the player feel the character’s sense of panic. However,
if the problem is part of the pattern, then I would know that it did not
apply to my situation. In fact, it might be a pattern that I would, in the case
of a horror game, want to violate explicitly. If I used the second version
of the problem, the resulting pattern is more general and applies to both
situations: “To create the intended fow and pacing for player movement,
designers should place geometry, doorways, obstacles, etc. in ways that
facilitate the intended pace of play.” In short, clearly stating the problem
that a pattern solves—or to phrase it diferently, the efect that the pat-
tern creates—is one of the critical diferences between a well-described
mechanic and a pattern suitable for use as part of a Pattern Language.
Despite rejecting problems as part of their “patterns,” Bjoörk and
Holopainen (2006) continue to acknowledge their importance: “As pat-
terns are general solutions the application of a pattern to any given situa-
tion requires a number of design choices specifc for the current context.”
By referring to patterns as “general solutions,” they tacitly acknowledge
that they must be solving for some problem or providing some efect.
Patterns from this source are heavily mechanics-focused, what I refer
to as shallow patterns. Tey are accurate and useful abstract summaries
of mechanics, but they do not provide the context or understanding of
when to use the pattern. Te template used in Game Design Patterns to
document the patterns includes a “Consequences” section; this is prob-
ably the most useful aspect of this work. However, the consequences are
described mainly in terms of the other mechanics-based patterns, so they
fail to describe the efects of the patterns fully.
SCHOLARLY ARTICLES
A large number of scholarly articles and dissertations consider the idea of
patterns and a Pattern Language in games. Te focus of these is necessarily
Use of Patterns in Game Design ◾ 41
narrow, but looking at a few provides insight into the ways that patterns
are understood and used in the game design feld.
Tere have been many, many more articles written on the topic of pat-
terns in game design, but they seem to have generally the same strengths
and shortcomings in various combinations. Many sources touch on the
potential of pattern theory; none fully realize it in terms of game design.
Use of Patterns in Game Design ◾ 47
Other articles are referenced and cited throughout the rest of the book as
relevant.
Kind Fortress
On the design blog Kind Fortress, Isaac Shalev has collected around 20
patterns over the past two and a half years. Tis collection is ad hoc and
seems to simply be driven by the patterns that the author has recently
observed. While he cites Alexander as an inspiration, he does not attempt
48 ◾ Pattern Language for Game Design
the design pattern concept, the students have easily put words on
design choices made in existing games and have then been able to
recombine them into new games. Besides showing them practi-
cally how patterns can be used for design and analysis this makes
them aware of their own knowledge of gameplay and empow-
ers them in the sense that they realize that they can themselves
develop descriptions of gameplay concepts when they need them.
(Björk 2019)
51
CHAPTER 5
An Introduction to
Patterns in Game Design
53
54 ◾ Pattern Language for Game Design
PATTERN TEMPLATE
Name: This should be an easy to remember and evocative name.
Confdence: This number rates the level of certainty you have that a pattern
is viable for use in developing games: how sure you are that it will have the
indicated effects, and any side effects it might have. See the later section
for details on rating your confdence in a pattern.
Image:* An iconic image to represent each pattern. This image can help to
convey the essence of the pattern and to serve as a mnemonic anchor for
remembering it.
Author: This is the name of the pattern creator or creators.
* Tere is a strong argument for the inclusion of an iconic image to represent each pattern. However,
the efort of fnding or creating such an image is high, especially for designers who are not art-
ists. If you do not have the means to generate high-quality illustrations, at least describe what you
would have illustrated or use images from existing games that demonstrate the pattern. If you do
this, make sure to cite your sources and respect copyrighted material.
An Introduction to Patterns in Game Design ◾ 55
Seed: This is the idea that was the starting point for the pattern. For
the exercises presented in this book, it will follow the format: Exercise
XX: Exercise Name—Game Element. This is important to record, as
you will use it in the process of connecting your patterns into a lan-
guage, as discussed in Section VI of this book. It will also allow your
colleagues or instructor to understand what kind of pattern you were
trying to create.
* What is a design problem? Te design problem that is addressed by a pattern should describe a
situation you face as a designer. A design problem is not simply the efect of a mechanic stated as a
question. It must capture the purpose and intent of the designer not just mechanically but in terms
of its efect on the player. In this way, a well-constructed pattern will ensure that you are designing
games that intentionally create an experience for the player. If this seems abstract, look over some
of the design problems in the example patterns provided for each exercise.
† In the pattern exercises you will in most cases be asked to analyze at least ten games. You do not
need to list all of those games here. I recommend citing at least three games that show diverse
implementations of your pattern. Having more games is fne if each shows a diferent use of your
pattern.
56 ◾ Pattern Language for Game Design
Related patterns:
Parent patterns: A pattern or several patterns that are required by this pat-
tern for it to function well.
Child patterns:* Patterns that are suggested by this pattern or require it to
function well.
Keywords: Keywords that relate to this pattern. Use keywords to link this
pattern to others in a non-hierarchical way. The process of choosing key-
words is discussed further in steps 2 and 3 of the “Connecting Patterns into
a Language” section of Chapter 15 which discuss keywords and pattern
categories.
RELATED PATTERNS
This section of the Pattern Template exists to connect this pattern to
the others that you will create as part of your Pattern Language. The
section of the book that will help you create that language comes
much later, after all of the pattern-generation exercises. If you want
to wait to complete this part of the Pattern Template until you get to
that part of the book, that’s okay. If you want to try to fll it in as you
go, that’s okay too. Either way, you will probably be revisiting all of
the patterns you create to fll in or adjust this section.
The Related Patterns section of each example will also suggest other
pattern exercises that you can complete to fnd additional parent
or child patterns for the example. These are not part of the Pattern
Template, but you may fnd them useful if you’re having a hard time
thinking of a starting point when completing the suggested exercise.
You may also want to include these kinds of suggestions when writ-
ing your patterns to help other developers, or your future self, extend
your Pattern Language.
PATTERN CONFIDENCE
It’s essential to acknowledge that all patterns aren’t equally valid. Different
exercises create more or less reliable patterns, and you should carefully
consider your confdence in any generated pattern before you use it in your
designs. I recommend using this rubric for assessing your confdence in a
new pattern, and for updating that confdence as you use the pattern over
time. All patterns start with a confdence rating of 0, then add 1 for each of
the following items that apply.
* As you develop more patterns, other sections like Related Patterns or Alternate Patterns might
make sense.
An Introduction to Patterns in Game Design ◾ 57
Some of the items are related and “stack.” For example, a Common
Pattern (+1) would also have to meet the requirements for being a Limited
Pattern (+1) and a Singular Pattern (+1) for a total of 3. You should apply
all the applicable labels. So if you had used this hypothetical pattern and
another developer had independently described the same pattern, you
would also apply Demonstrated Pattern” (+1) and Independent Sources (+1)
for a total confdence score of 5.
(+0) Theoretical Pattern: The Theoretical Patterns exercise (Exercise 24)
generates this type of pattern. You might also create a theoretical pattern
by adapting a pattern from an existing repository that doesn’t cite example
games. This pattern may be valid, but you don’t generate it from observa-
tion. Instead, you create it by imagining how a theory about game design
would ft the pattern format.
(+1) Single Example Pattern: This level of confdence comes from a
pattern that was generated based on one example. It’s entirely possible to
look at a single game and derive a valid pattern from it. However, it can
be challenging to determine whether what you see is an actual pattern or
just the results of a design technique or element that would yield a different
pattern if you looked at its use across many games.
(+1) Limited Pattern: If you’ve observed the pattern in fewer than ten
games, it’s a limited pattern. If you have a hard time providing the ten
examples in an exercise, this level of confdence may result.
(+1) Common Pattern: The pattern is visible in at least ten games,
probably many more. You have found a “common pattern” when you
stop recording examples at ten but could go on, and it’s a good sign
that you’ve done an excellent job formulating a pattern based on your
observations.
(+1) Demonstrated Pattern: A pattern is a demonstrated pattern if you,
or another developer, have used it in development, and the effect was as
intended.
(+1) Validated Pattern: This confdence level describes a pattern that’s
in common use among a variety of game developers and has been proven
effective through widespread use. At the time of the printing of this book,
it’s probably not possible to fnd a pattern validated through use. As you
work with patterns throughout your career, it may become more common.
A pattern might also be a validated pattern if you conducted empirical user
research to show that the pattern was effective.
(+1) Independent Sources: If more than one developer derives a pat-
tern, it has independent sources. In teaching, it’s common to discover this
kind of pattern as more than one group of students arrives at the same pat-
tern from different starting points. As the community of developers using
the exercises in this book increases and shares patterns, this will become
more common.
58 ◾ Pattern Language for Game Design
Confdence: 3
Author: Chris Barney
Design problem: Designers need to motivate their players to explore the
worlds they create.
Description: To motivate players to explore the worlds they create, a
designer may present the player with compelling but incomplete pieces
of information, and then give the player gameplay avenues that will allow
them to seek out more information and solve the mysteries of the game
world.
An Introduction to Patterns in Game Design ◾ 59
SUGGESTED EXERCISE
Use Exercise 6: Emotional Patterns to generate a pattern based on
curiosity.
Child patterns:
SUGGESTED EXERCISE
Use Exercise 12: Embedded and Environmental Narrative Patterns
to generate a pattern based on a level that presents a mystery through
embedded or environmental narrative.
* Pattern exercises are given in the next two sections of the book. For each exercise I show my work
for the exercise and give the pattern that my work produced as an example. Te exercise I used to
produce this pattern, the Higher-Order Patterns exercise, is a little difcult. When I present that
exercise, I give another example.
† Example pattern from Exercise 16: Patterns from Core Mechanics.
An Introduction to Patterns in Game Design ◾ 61
develop from them. Once you have completed the exercises once to build
the foundation of your language, you will be comfortable with the process.
Ten you’ll be ready to expand the vocabulary of your language by using it
in your daily design work. Your frst step when creating patterns will then
be to articulate the design problem you’re facing and select the exercise
that best fts that problem.
Each pattern exercise in this book consists of a set of steps. Tey begin
with a framing task/question: name a functional design element, or pick a
mechanic from a boss encounter, or choose an emotional efect.
You are then usually asked to list, through research or experience, a set
of games that match the design element you’ve chosen. So if you picked
“jumping,” you would then select games that used jumping in as many
diverse ways as you could. If you had identifed “immortal frst boss” as
a boss encounter mechanic, you would pick games that had an unkillable
frst boss.
You then analyze those games and how they achieve the efect you
observed in them. You need to describe what you see in some detail, again
avoiding using only one or two keywords. It’s surprising what insights you
can get when you force yourself to describe precisely the thing that seems
evident to you.
Next, you will look at the games you’ve analyzed and see if you observe
any patterns. Te exercises ask you to fnd ten games. Tat number is arbi-
trary; it is both too large for many new designers and far too small to gener-
ate indisputable patterns. However, listing ten games will force you to look
at edge cases and pick at least a few games that were not immediately obvi-
ous to you. Tese games will help you understand the scope of your pattern.
Tese exercises help you fnd and defne potential patterns. Don’t think
that because you were able to complete an exercise that the pattern you
have observed is true in some fundamental way. Te patterns you generate
are a good starting point, and you should look for them in games you see
going forward. Some you may discard as false starts, some you may adapt
many times as your understanding grows as a developer. But even these
limited nascent patterns will be useful and allow you to move forward as
a designer in a meaningful, practical way.
Here’s the exercise I used to create the Mystery-Driven Exploration pat-
tern shown earlier. Tis exercise is titled “Higher-Order Patterns” and is
the second pattern-generation exercise in the book. I will walk through
the process of answering each of these questions to create the Mystery-
Driven Exploration pattern.
An Introduction to Patterns in Game Design ◾ 63
* Te frst sample for the Basic Pattern Exercise uses this design element, in case you were wonder-
ing what design problems jumping does solve.
64 ◾ Pattern Language for Game Design
* A child pattern is a pattern suggested by another pattern. Usually child patterns require that par-
ent pattern to function well.
An Introduction to Patterns in Game Design ◾ 65
Step 4: List and describe ten games that also solve the
same problem in as many diverse ways as possible.
Journey, Grand Tef Auto, Assassins Creed, Skyrim, Bastion, Dear
Esther, Te Secret World, Draugen, Anthem, Te Room
Question 4 is relatively simple, but probably requires the most
time to complete. You need to articulate as precisely as you can
how each game you chose solves the design problem you’ve identi-
fied. In this case, how do Journey, Grand Theft Auto, etc. motivate
player exploration. If you find that all of your games are solv-
ing the problem in precisely the same way, you probably need to
think of more games that solve it in different ways. If you don’t,
you may end up converging back to a pattern that just describes
the technique you began with. The goal of this exercise, in terms
of the example, is not to describe architectural weenies but to
understand the higher-level, more fundamental pattern that they
express.
Step 8: For each problem you identifed in step 2, you may repeat
steps 3–7.
If I wished, I could have returned to step 2 and looked for patterns
related to the other two design problems that I listed there.
CHAPTER 6
Common Problems in
Proposed Patterns
69
70 ◾ Pattern Language for Game Design
If you miss the design problem, then it’s likely you haven’t fully under-
stood the implications of the pattern you’ve identifed. Without a prob-
lem statement, it’s also harder for you to know when you should be using
that pattern. For example, say you observe that in frst-person shooters,
there’s ofen a mechanic that limits how much you can shoot. Perhaps
it’s due to scarcity, weapon capacity, or overheating. You might create
a pattern like “Developers should limit the amount of damage a player
can do by limiting ammo capacity, rate of fre, or ammo availability.”
Tat seems reasonable. But why does that mechanic of damage-limiting
occur? Is that pattern always true? How much should a developer limit
damage?
It would be better if you also noticed that the mechanic of limiting
ammo is sometimes used to balance a multiplayer shooter, sometimes
used to create situations where the player feels either vulnerable or pow-
erful, and other times used to create strategic choices between weap-
ons. Ten you could instead create a pattern saying, “To create a cycle
of tension and release in game levels, a designer may limit access to the
resources that drive the core gameplay loops.” Tis pattern is far more
general. You would then list the example of ammunition in frst-person
shooters, but also perhaps health in a survival game, or building resources
in a real-time strategy (RTS) game. You might even pick one of the other
design problems that limited ammunition addresses and come up with an
entirely diferent pattern.
SHALLOW PATTERNS
It’s not enough to just look at what a game does. When analyzing a game,
that’s an example of your pattern; it’s essential to look at why it’s doing
what you say it’s doing.
For example, when I look at fghting games that clearly communicate
the results of combat and damage, I observe that some have destructible
armor. Seeing this, I might create a pattern that says, “To make damage
feel satisfying in a fghting game, a developer should have armor or char-
acter costumes that are destructible.”
However, when I think about why these games use destructible armor,
I see that, while it’s true that destructible armor is a way that those games
show damage, that may not be the primary reason they have implemented
it. I also see that some developers and publishers have the sexist percep-
tion that fghting games have a mainly young male audience. Tese groups
Common Problems ◾ 71
seem to think that young men will like the game better if it presents female
characters in an objectifying way, such as making their armor fall of.*
Noting that, I would step back from the already limited pattern men-
tioned earlier and look more broadly at the ways that fghting games show
damage. Tat perspective results in a pattern more like, “To make damage
feel satisfying in a fghting game, it should refect the results of damage in
as many ways as possible. Physical damage to the avatars, health meters,
sound efects, animation, or other techniques may be used. Mechanisms
that refect damage should be informative, make the aggressor feel power-
ful, and make the victim feel vulnerable.”
Te second pattern is not about what techniques you should use but
about what efect that technique should have on the player if you want it to
make damage feel satisfying.
CIRCULAR PATTERN
Te example I ofen give of the circular pattern problem is “In order to cre-
ate a sense of fear, a designer may wish to include elements that generate
fear.” It may seem like I’m joking, but that was an actual pattern descrip-
tion submitted by a designer new to the process. Tey had gone through
the whole process and distilled their observations carefully and ended up
where they started without realizing it. Check to see if your pattern is in
the format: “To do x you should create a game that does x.” If it is, your
pattern is circular.
* I will not enter into the argument about whether this is the intent of the developers to be sex-
ist, whether fghting games are guilty of sexism, or whether fghting game players enjoy the way
that female characters are portrayed. If you are interested in that argument I recommend the
YouTube series Tropes vs. Women in Video Games by Anita Sarkeesian (https://www.youtube.com/
playlist?list=PLn4ob_5_ttEaA_vc8F3fzE62esf9yP61).
72 ◾ Pattern Language for Game Design
JUMPING TO CONCLUSIONS
One of the most common and hardest to avoid problems in pattern creation
stems from the fact that we are very good at seeing patterns. Tis becomes
a problem as we look over games and try to identify the use of some design
element, or in another similar observational step. It is straightforward to
look at one or two games, and arrive at a pattern when looking for, say,
the diferent ways that a set of games use jumping. In this case, you might
decide that jumping is used to get over obstacles and create a pattern about
using jumping to facilitate player navigation. Te tricky thing is that that
pattern is likely to be valid.
It is then natural to look for that pattern in the rest of the example games.
Typically you fnd it and pat yourself on the back for being so insightful.
Unfortunately, when you decided on a pattern, you stopped looking at the
remaining games objectively, and you may not have accurately described
all of the ways they were using the design element you were considering.
Te frst exercise in the book uses jumping as its seed element. Pay
careful attention to how I describe the use of jumping in each game, then
analyze the examples to generate several possible patterns. Tis process
allows me to fully understand the scope of the mechanic’s use and pursue
the most useful and insightful pattern for the exercise. And, of course, to
return to the exercise later and document the remaining patterns.
ANTI-PATTERNS
Some patterns may confict with others. Tat does not make either pattern
“wrong,” it just means that those two patterns are working to either solve
diferent problems or to solve a problem in mutually exclusive ways. When
* Of course, it's possible that quests in RPGs may be solving more than one problem … just maybe.
Common Problems ◾ 73
you create a pattern, be aware that it may not always apply to a particular
problem, depending on the other patterns at play.
Sometimes you will be able to see this in the games you observe in an
exercise. A particular pattern will be apparent in some of those games but
not in others. When you see this, look at the sample games that do not
implement the pattern and consider what efect it would have on those
games. You may fnd that it would enhance the efectiveness of their solu-
tions to the problem. Tat’s a good indication of the strength of your pat-
tern, though it does not increase the confdence rating of your pattern
unless you altered the games to include your pattern and measured the
improvement.
On the other hand, you may discover that you can’t fnd a way to use the
pattern in the games that don’t already include it or that including it seems
like it would cause problems. Look at the games that do not use the frst
pattern you found. How do they still solve the problem you are looking
into or use the design element you’re considering? If they do, then you can
continue the exercise looking for the pattern governing how they address
the problem. When you document these new patterns, be sure to mark the
frst pattern as subtractive or anti-pattern for them.
Te term “anti-pattern” is ofen misused to mean any pattern that is
“bad.” Here we are using it to mean any pattern that works counter to
another pattern. A pattern is only ever an anti-pattern to another specifc
pattern. I am adopting this arbitrary use of terminology to express the
concept that a pattern can be useful in one situation and inefective or
harmful in another, without being inherently fawed.
Consider the following two patterns as an example. Te frst says that
you should increase character abilities in order to give the player a feel-
ing of growing agency and progress. Te second suggests limiting player
agency to create feelings of helplessness and vulnerability in horror games.
Te frst pattern is not invalid; it just probably shouldn’t be used with the
second.
In the last section of advanced exercises, there is an exercise for creating
“negative patterns.” Tese are not simply anti-patterns, but patterns that
actively prevent the solution of a problem.
some patterns are more efective than others, and many potential patterns
will prove not to be valid, those are not anti-patterns. Looking at a pattern
that someone else has created and disagreeing with it is reasonable. You
should take care that you understand the problem that the pattern claims
to solve and look at the example games that the author claims use it. If
you can fnd a way to improve, rephrase, or clarify the pattern, then by all
means, do so, and keep that improved pattern for yourself. Let the author
know about your work; they may appreciate it or reject it, and that’s fne.
If you can’t fnd a way to correct the faws you see in the pattern, and
you can clearly state and demonstrate those faws through observation of
the example uses of the pattern, then reject the pattern as invalid. Again,
share your conclusions with the author, but recognize that whoever you
are, you are not “Te Pattern Authority” and do not get to dictate the
validity of another designer’s understanding of the discipline.
Tat said, if you are on the other side of this kind of interaction, listen.
If another designer has taken the time to read and understand a pattern
you have written, you are lucky. If they care enough to dispute it, and form
an argument as to why it’s fawed, and even suggest improvements or an
alternative to it, then you are privileged! Don’t hold too tightly to your
patterns: defend them vigorously, but be hungry to fnd solutions that will
make you a better designer and improve the overall understanding of the
discipline.
IV
Pattern Exercises
75
CHAPTER 7
Pattern Exercises
T hese next two chapters are the heart of this book. Tere are 25
exercises designed to help you create the beginning of your pattern
language. You can use each of these exercises to create dozens or even
hundreds of patterns, and I’ve designed each one to guide you toward a
specifc type of pattern. Te frst “basic” exercise could generate any pat-
tern, but the more specifc exercises will help you focus the process to cre-
ate patterns in diferent areas of design.
In this book, I’ve written exercises that focus on core game design con-
cepts. If this process proves as useful to other game designers and game
design instructors as it has to me, developers with more domain knowl-
edge may wish to extend this collection of exercises into other areas of
game design, from writing to art to sound design. In Chapter 18, I’ll dis-
cuss the process of creating new exercises.
Meanwhile, if you want these lessons to be efective:
• Do not simply read through all of the exercises and the sample pat-
terns that I’ve provided. While they’re all useful, the example pat-
terns themselves are not the point of this book. Tey’re just that:
examples to help you understand and work through each exercise.
• Do take the time to read each exercise, the full example of the com-
pleted exercise, and the resulting pattern. Once you’ve fnished read-
ing one, stop, go back, and complete the exercise yourself. Only then
should you move on and read the next exercise and sample pattern.
77
78 ◾ Pattern Language for Game Design
Afer you’ve completed the frst few exercises, feel free to skip around and
complete those that match your interests. Te exercises in the “Advanced
Pattern Exercises” section are challenging. Tackle them whenever you feel
ready, but I wouldn’t recommend starting with them!
You can jump to the sixth section of the book any time as well. Tat
section talks about how to tie your patterns together into a language that
you can use in practical design work. But you should defnitely complete
at least a few exercises before reading it, so you can relate the section to
your work.
79
80 ◾ Pattern Language for Game Design
Step 2: Name ten games that use that element—the more diferent ways
the games use it, the better.
Donkey Kong/Jumpman, Q*bert, Super Mario Bros†. Mirror’s Edge, Gravity
Rush/VVVVVV, Alice/Super Mario World/Crackdown, Guild Wars 2,
Tomb Raider (reboot), Prince of Persia (second reboot), Poptropica, Super
Meat Boy, Street Fighter/Soulcalibur/Devil May Cry, Doom/Quake/Splosion
Man, Tribes, Assassin’s Creed, Canabalt, Sonic, Trials HD
Step 3: Describe how each of those games uses the element you chose.
Try not to look for a pattern yet. Focus on accurately describing the way
each game uses the element you identifed.
Jumping is such a fundamental design element that I tried to go back and
select games that frst used the mechanic in historically signifcant ways,
as well as listing the most modern and innovative uses of the mechanic.
Initially, only six examples of signifcance jumped into my head, so I did a
small amount of research to see if there were general opinions on impor-
tant uses of jumping. Te willingness to pause and research a question
like this is essential to the pattern development process since we all have
played a limited number of games.
• Donkey Kong/Jumpman, Geometry Dash—Jumping is used to avoid
enemies and traverse the 2D space.
• Q*bert—A refex-based puzzle game made in the wake of Pac-Man,
it uses jumping as its only movement mechanic.
• Super Mario Bros.—Jumping is used to avoid enemies, traverse
2D/3D space, and as a way to attack enemies.
• Mirror’s Edge—Tis game uses frst-person jumping as pure traversal.
* Te answers to the questions in the exercises are intended to be a place to show your work and to
take notes on your process. What you write here is not part of the pattern you will produce. In the
following example, note that I list games in answer to step 2 that I don’t use in the fnal pattern or
even in the answer to step 3.
† Te game Braid can be seen as an intentional subversion of the way Super Mario Bros. uses
jumping.
Basic Pattern Exercise ◾ 81
Step 4: What design problems do the games use the element to solve?
Some games may use the element for one purpose while others use it for
another. Many games use the elements in more than one way. Describe
the problems solved by your element for each of the ten games listed in
step 2.
• Navigation through the world space (all games listed)—All the games
I chose used jumping as part of world traversal. At a base level, jump-
ing gives you more movement options as a player.
Step 5: Look at steps 3 and 4. Are there patterns in the ways the games
use the element, and how do those relate to the problems they solve?*
Yes.
• More complex mechanics provide more opportunities for player
skill. Tis taps into basic player needs like autonomy and mastery.
• When power has a cost, it’s frightening to use. Tis would generate a
pattern of dangerous jumping.
• Two great things that go great together, such as jumping and punch-
ing. Tis might be a very specifc pattern about those two mechanics,
or it might generalize to “movement and attack” or even to pairs of
mechanics that create a player experience together that is more than
either can produce alone.
• She’s just like me! vs. I want to be her when I grow up! Tis would
create a pattern about maintaining immersion by creating realis-
tic character abilities vs. character building through superhuman
abilities.
* Tere are clearly more patterns than I have listed. Don’t feel like you need to list them all. But list-
ing all the ones that jump out at you will make it easier to go back and fesh out the ones you don’t
choose later.
84 ◾ Pattern Language for Game Design
Step 6: Pick one of those patterns and describe it using the pattern
template.
When power has a cost, it’s frightening to use.
Step 7: You may repeat step 6 for each pattern you observed.
For this example, I will only document one pattern. In the next section, I’ll
show the completed writeup for the pattern I chose. Describing the other
three patterns using the Pattern Template is an excellent way to practice
before completing the full exercise on your own.
Research:
Creating even simple patterns like this can take a huge amount of both gener-
alized game knowledge and knowledge of specifc games. It’s easy to feel like
the more you know about games and the more games you have played, the
better patterns you will see. Tat’s true to a degree, but you shouldn’t feel like
there’s no point in trying to create a pattern because you don’t know enough
yet. If you’re a new designer, the patterns you see may be basic, but they’re also
probably fundamental. Experienced designers may fail to identify relevant
patterns because they’re too obvious. Tat said, when you’re constructing a
pattern, do try to fnd at least ten examples. If you can’t think of that many
games of the top of your head, do some research. Te following sources are
from the research I did when I was creating this pattern. If you look at the cita-
tions, you’ll see that I’m referencing a scholarly article, an article on a popular
gaming website, a Reddit post, and a fan-made games FAQ website. It’s vital
to evaluate your research sources and understand how much rigor or opinion
there is in what you read. But it’s also essential to look beyond academic analy-
sis and consider both media perception and player experience. I do not list
the background research for each pattern in the book, but I commonly read a
dozen or more sources as I am investigating a possible pattern.
• “Te Rise of the Jump” (Butler 2014)
• “What Was the First Game with a Double Jump and Why Was It
Implemented?” (reddit 2016)
• “You Say Jump, I Say How High? Operationalising the Game Feel of
Jumping” (Fasterholdt, Pichlmair, and Holmgård 2016)
• “What Game Do You Tink Has Perfect Jumping Mechanics?”
(GameFAQs 2018)
Basic Pattern Exercise ◾ 85
PATTERN NAME
As stated in the Pattern Template, the pattern name should be an “easy
to remember and evocative name.” There’s a fne line between easy to
remember and an inside joke or reference to a feeting meme. Titles should
be evocative, but they shouldn’t be a reference that only you or your close
friends will understand. Think about who will be reading your pattern and
make sure that the title, image, and example games are understandable to
the developers who will need to use the pattern.
Pattern
FIGURE 8.1 AND 8.2 Jumping over a dangerous pit and sufering from a
weapon overheating are both examples of this pattern in action.
Author: Chris Barney
86 ◾ Pattern Language for Game Design
Design problem: How do you maintain game balance and create tension
when giving the player greater power in their interactions with the game world?
Description: To maintain balance and create tension when designing char-
acter abilities, a designer may introduce consequences resulting from using
those abilities. The result may be something natural, like falling into a pit of
lava you try to jump over, or it may be something mechanical, like weapon
heat build-up or a stamina meter.
SUGGESTED EXERCISES
Use Exercise 5: Functional Patterns to generate a pattern based on
the functional element of mechanical character progression.
Child patterns:
And Now I Guess We Are Doing This* (Confdence: 3)—When you use
One of These Days That’s Going to Get You Killed to balance increases in
character abilities, you create situations where the character is in peril. You
can use these situations to force the player to adjust their playstyle using
this pattern.
The Risk of Knowing You† (Confdence: 2)—When you use One of
These Days That’s Going to Get You Killed to balance increases in char-
acter abilities, you both place the character in danger and create a sense
of risk for the player. Use this pattern to help you use those two effects to
create a stronger bond between player and character.
SUGGESTED EXERCISES
Use Exercise 4: Formal Patterns to generate a pattern based on envi-
ronmental hazards.
Use Exercise 5: Functional Patterns to generate a pattern based on
character stamina.
Use Exercise 5: Functional Patterns to generate a pattern based on
limited ammunition.
Structural Pattern
Exercises
HIGHER-ORDER PATTERNS
Pattern Purpose
Tis exercise creates a very broad pattern, one that probably suggests many
more detailed or complementary patterns, but is less likely to require other
high-level patterns to function.
It’s tempting—and reasonable—to start with this pattern-generation
exercise. A high-level pattern is easy to fnd and an excellent introduction
to the process. However, because the process of distilling a pattern is a
skill and will improve with repetition, you should return to any early pat-
terns you produce with this exercise and refne or replace them with more
sophisticated later attempts.
Te second and third steps in the exercise cause you to move up a level
in abstraction. Tese steps acknowledge that most design elements can
solve many problems, and ofen, designers use them for multiple purposes
simultaneously. When choosing design elements based on a pattern you
created with this exercise, you need to look at all of the efects that element
89
90 ◾ Pattern Language for Game Design
has, and make sure that you want to introduce those efects into your
game. If not, then fnd a diferent element that doesn’t include the unin-
tended side efects. For this reason, I advise completing step 8 as many
times as possible—generate all of the patterns you can, based on the high-
level element you choose in step 1.
Pattern
FIGURE 9.1 Level size should expand or contract to match the desired play
style of the game.
Structural Pattern Exercises ◾ 95
SUGGESTED EXERCISES
Use Exercise 2: Higher-Order Patterns to generate a pattern based
on game level size.*
* Te parent pattern is suggested by the fnal conclusion of the exercise. Te write up of the pattern
in the pattern template focuses on a specifc aspect of the larger idea being generated, showing that
even a 'high-level pattern' may suggest patterns of higher levels.
96 ◾ Pattern Language for Game Design
Child patterns:
SUGGESTED EXERCISES
Use Exercise 9: Circulation Patterns to generate a pattern based on
the meta-circulation pattern found in Metroidvania-style games, in
which the playable area expands as the character gains new abilities.*
Use Exercise 13: Breaking Spaces Patterns to generate a pattern
describing how to adjust level size when moving a game’s play envi-
ronment from one venue to another. In step 3 of that exercise focus
on elements that change scale when the game is moved.
LOWER-ORDER PATTERNS
Pattern Purpose
Tis exercise helps you fnd patterns that are suggested by or depend on a
pattern you already understand. Use this exercise when you encounter a
pattern that seems particularly complex or that has a lot of implications.
Tis exercise is challenging because you must recognize problems cre-
ated by patterns that you’ve observed or problems that are ofen paired
with a problem your frst pattern addresses. You must have a solid under-
standing of the dynamics that may result from the use of your patterns. If
you’re an inexperienced designer, this exercise may require research and
analysis of the games you used to create the original pattern.
* Tis child pattern is suggested by the analysis of Zelda: Breath of the Wild. It is entirely possible for
a pattern to have many child patterns and even to have more than one parent pattern. Parent and
child patterns should be noted when writing a pattern even if they have not been fully generated.
Designers should later pursue defning these patterns completely.
Structural Pattern Exercises ◾ 97
Step 1: Pick a pattern generated by one of the exercises you have pre-
viously completed.
Don’t Intellectualize My Pain*
Step 2: If you were making a game with that pattern, what problems/
questions would you have? List these problems and describe them.
A. If health increases throughout the game to create progression for
the player, the display of the ever-increasing health may become a
problem as multiple rows of hearts accumulate and numbers rise
to illegible numbers.
B. If health increases throughout the game, then the impact
of losing health may decrease as the player’s perception of
their character progression is at odds with making them feel
vulnerable.
C. In a multiplayer game, the display of other players’ health may
become a problem if players need to monitor the health of mul-
tiple other players’ characters.
Step 3: Choose a problem and list ten games that have solved it.
Problem A, the formal difculties of increasing health.
Zelda, Skyrim, Hero Clicker, Dust: An Elysian Tale, Anthem, Last
Blade, Dark Souls, Te Secret World
* Example pattern for Exercise 4. Feel free to skip ahead and look at this pattern. It is a good example
of the kind of pattern that you will be using with the lower-order patterns exercise.
98 ◾ Pattern Language for Game Design
Step 4: Describe the solution used by each game. Try not to look for
a pattern as you do this and focus on describing each solution
individually.
• Zelda—Larger enemies physically, new enemy attack types,
attacks take more hearts. Te amount that the character’s health
can increase during the game is limited by the number of hearts
that can be reasonably displayed.*
• Skyrim—Enemies scale with player progression, so they don’t get
easier to kill if you’re using the same equipment and tactics, but
players gain access to new equipment and special abilities. It’s not
possible to defeat some enemies with a low-level character but is
with a high-level character, even though their difculty has also
scaled up due to the player’s increased resources.
• Hero Clicker—Tis idle game has player stats, health included,
that increase exponentially and continually. Tey very quickly
become impossible to display visually, and even numeric rep-
resentations get out of hand, requiring new imaginary units of
measure to describe the continuing escalation. Te game is, to
a degree, a parody, and the nonsensical health display refects
that.
• Dust: An Elysian Tale—Te character’s health increases through-
out the game, but the visual display does not change. Enemy
difculty increases as well, keeping you in a similar state of dan-
ger throughout the game. Te character has other statistics that
afect their survivability, defense, armor, and so on. Difcult
enemies can kill the character in a few hits even in the late game,
so the character’s power increase is more focused on the abilities
that prevent the character from taking damage, such as ranged
attracts.
• Anthem—Te character’s health display size remains constant,
but is divided into smaller and smaller sections. Te amount of
health each section represents remains the same. Dead Space
uses a similar display technique.
* Te maximum number of hearts has varied between the games of the series. Tere were a maxi-
mum of 16 in the original game and 30 in Zelda: Breath of the Wild. At 30 hearts the legibility of
this system has degraded considerably.
Structural Pattern Exercises ◾ 99
Pattern
Name: Old Me Was Afraid of Old You, But New Me Is Stronger! … And
Now I’m Afraid of New You
Confdence: 2
Image:
designer must raise the stakes in other ways to prevent this from undermin-
ing the player’s sense of progress. Useful techniques include an increase
in the scale of threats faced by the growing character, mounting narrative
intensity, or a purely visual and thematic progression, as long as the player
feels that their progress is meaningful. (See the child pattern Look at Me
Now.)
‡ Example pattern conversion from Game Mechanics: Advanced Game Design described in
Chapter 16.
102 ◾ Pattern Language for Game Design
SUGGESTED EXERCISES
Use Exercise 18: Finding Negative Patterns to generate a pattern
based on poor character progression.
Use Exercise 19: Finding Positive Patterns from Negative Patterns
to generate one or more patterns that contribute to successful char-
acter progression.
Child patterns:
SUGGESTED EXERCISES
Use Exercise 11: Emergent Narrative Patterns to generate a pattern
by asking yourself the question, “What story do I tell myself when
I return to an area that I have already beaten?” This will generate a
diverse set of patterns depending on the games you examine.
FORMAL PATTERNS
Pattern Purpose
The category of formal game design elements is so broad that it can
be challenging to pick one to use in this pattern. I use an exercise
in my classes where I have groups of five or so students each indi-
vidually come up with as many formal elements as they can in five
minutes. Then I have the members share their answers with the oth-
ers in their group. I ask them to pick the elements that either all or
most of the group members listed to use in the following exercise. If
you’re an experienced designer or have done this exercise a few times,
try thinking of the most unusual or complex formal elements you’ve
encountered. Those are often more difficult to work with, but also
yield exciting patterns.*
* Tere are literally thousands of formal elements in games! Tere is nothing special about this list;
it is just intended as a prompt to get you thinking about other possibilities. If you fnd yourself
saying “But what about…” Te answer is probably “Yes that is a formal element too!”
104 ◾ Pattern Language for Game Design
Exercise
* Arrows indicate that the use of the pattern evolved from one game to the next, so I am using the
game Dead Space as the example, but the technique was frst seen in Trespasser. Te implementa-
tion in Trespasser was poor and I want to use Dead Space because its implementation was better
and it is more widely known, but I want to show it’s debt to the earlier game
Structural Pattern Exercises ◾ 105
Pattern
SUGGESTED EXERCISE
Use Exercise 2: Higher-Order Patterns to generate a pattern based
on user interface.
Use Exercise 6: Emotional Patterns to generate a pattern based on
empathy.
Child patterns:
Old Me Was Afraid of Old You, But New Me Is Stronger! ... And Now I’m
Afraid of New You* (Confdence: 2)—The techniques described in Don’t
Intellectualize My Pain are a necessary part of implementing this pattern.
You must show the character and enemy states to establish tension and
show growth.
SUGGESTED EXERCISE
Use Exercise 10: Boss Encounter Patterns to generate a pattern
based on enemy health indicators.
Use Exercise 17: Finding Missing Patterns to generate one or more
child patterns that contribute help to connect the player to the physi-
cal or emotional state of a character.
Pattern
* Te only diference between available and unavailable space as Chang describes them is which
state is the default. I think that the idea of temporally unavailable space is more interesting and
evocative so I have used that as the pattern name.
114 ◾ Pattern Language for Game Design
• Ori and the Will of the Wisps—This game, and other Metroidvania-style
games, use player abilities to shift the temporally available space during play.
This application of the pattern allows reuse of gameplay areas in progres-
sively more dynamic areas as the temporally unavailable space decreases.
SUGGESTED EXERCISES
Use Exercise 7: Player Experience Patterns to generate a pattern
based on the player’s experience of feeling skilled. Look for the pat-
tern that will help you understand how to use temporally unavailable
space to control how skilled the player is feeling.
Child patterns:
SUGGESTED EXERCISES
Use Exercise 16: Patterns from Core Mechanics to generate a pat-
tern based on Dishonored or Thief. Either of these games is likely to
result in patterns about the use of temporally unavailable space in the
context of stealth.
rules and, as much as possible, hide the actual rules of the digital system
from the user.
For example, in a board game you might have the movement rule “on
your turn you may move up to four spaces,” whereas in a digital game the
movement rule might be that the player’s movement speed is up to ten feet
a second, but the game only tells the player to “press w to move forward.”
For this reason, it can be easier to apply this exercise to a rule from a
physical game the frst time you complete it. I ofen have my students pick
a functional design element and then look at the rules that relate to it in
physical games. Even if the students haven’t played a large number of phys-
ical games, it’s possible to review the rules of various games as research.
Of course, it’s entirely possible to apply the exercise to digital games,
and patterns found in physical or digital games may apply more broadly
to either type.*
* Again, there are literally thousands of functional elements in games. Tere is nothing special
about this list; use it as inspiration but choose elements that are relevant to your design work.
116 ◾ Pattern Language for Game Design
Step 5: Describe the patterns you see in the ways your example games use
the element.
Step 6: Pick one of the patterns and document it using the Pattern Template.
Step 7: You may repeat step 6 for each pattern you observed.
* Tis more removed level of interaction is common in strategy-focused video games or in board
games. In this type of game there is usually no avatar and the player is usually an abstract com-
mander. For a concrete example, consider a board game like Risk where you move pieces around
a table to represent armies vying for territory and a physical game like tag where you are trying to
touch another player to win.
118 ◾ Pattern Language for Game Design
draw from a hit location event that drives the narrative efect of
your attack. When the monster attacks you, it draws its attack
from a deck of narratively driven options.
• World of Warcraf—In this MMO, combat is real-time and
choice-based. Tere is some skill in positioning your character,
but strategic choice is probably the most important aspect. Te
group-focused combat, where players take on diferent combat
roles and coordinate to complete encounters, refects the multi-
player and social focus of the game. Te game is in a close third-
person perspective. Players commonly modify the game to add
more information about the state of other players and monsters,
and over time many of these modifcations have been adopted by
the core game. Combat is PvE/PvP.
• Dungeons & Dragons—In this tabletop role-playing game, com-
bat may be more or less of a focus, depending on the players.
Combat is turn-based and involves detailed player choices. A
dice roll, modifed by the character’s skills, randomly determines
the success or failure of actions. Te player running the game
decides which actions require dice rolls and which are deter-
mined by narrative logic. Te mechanics of the game allow for
very detailed, mechanically focused combat.
• Life is Strange—Tere is little direct combat in the game, and
when it occurs, narrative choices, ofen made under time pres-
sure, resolve the conficts.
Step 4: What design problems do those games use the element to solve?
• Space Invaders —Te simple real-time combat creates tension in
the game and allows your direct actions as a player to infuence the
fow of the game. Tere’s no strategic choice involved in the shoot-
ing. Dodging movement and aiming work together to create a fow
state, which gives a high level of engagement for short play sessions.
• Super Mario Bros.—Combat exists primarily to complicate world
traversal and to create dynamic skill-based puzzles to overcome.
Te combat exists to facilitate the other aspects of the game
rather than being the focus. Making jumping the primary com-
bat action helps to keep combat from becoming the focus of the
game.
Structural Pattern Exercises ◾ 119
can administer the rules manually. Still, it also allows for strategic
thinking, given the virtually unlimited number of cards and card
combinations, in contrast to the ample but fnite number of unit
types in an real-time strategy (RTS) game like StarCraf.
• Kingdom Death: Monster—Tis game contains many systems to
generate an emergent narrative. Te systems are based on strate-
gic player choices combining with random narrative events that
the various card decks generate. Integrating this technique into
low-level combat actions fts with the game’s overall design. Tese
choices which exist in each of the game’s phases make the very dif-
ferent parts, from travel to town building to combat, feel cohesive.
• World of Warcraf—Te abstracted nature of combat actions
(clicking an interface button to do each diferent combat action)
focuses both moment-to-moment combat and progression on the
character rather than on player skill. Te social and cooperative
nature of the dungeon, raid, and PvP combat activities align with
or possibly create the massively multiplayer nature of the game.
• Dungeons & Dragons—Almost all of the mechanics in tabletop
role-playing games are focused on defning the character you’re
playing. Diferent games vary in how focused they are on com-
bat, but Dungeons & Dragons falls on the combat-heavy end of
that scale. Combat in the game exists for at least two reasons. It’s
a narrative device to shape the pacing of the story, show the char-
acters’ ability to afect the world, and create tension. But it also
allows the players to see the efects of the choices they’ve made in
creating and developing their characters.
• Life is Strange—Te general narrative mechanics of the game
almost wholly sublimate combat. Te action of shooting someone,
when possible, is mechanically indistinguishable from any other
choice the player makes. Te consequences of combat are likewise
entirely narrative, which is to say the player has no health state,
and the result of confict is only to shif the direction of the story.
Step 5: Describe the patterns you see in the ways your example games
use the element.
Each of the games I discuss uses combat well. Tey’re all very difer-
ent games, and the way each implements combat refects its style or
Structural Pattern Exercises ◾ 121
genre. However, many other games across genres include combat and
execute it poorly. Te pattern here should refect why combat in each
of the example games is “good” despite the games’ radical diferences.
1. In games that have a simple gameplay loop, the core gameplay
action is also usually the combat action.
2. In games where strategy is the most important aspect of play,
combat is strategic.
3. In games that focus on narrative, combat has narrative causes
and efects, and is ofen resolved narratively rather than through
mechanical action.
Step 6: Pick one of the patterns and document it using the Pattern
Template.
I think that the aforementioned three observations generalize into
the following pattern: Te mechanics and efects of combat in a
game refect that game’s core gameplay actions and loops.
Pattern
FIGURE 9.5 Marine shooting giant gun etc. Te way you fght in a game
should match the rest of the game’s core mechanics.
122 ◾ Pattern Language for Game Design
SUGGESTED EXERCISE
Use Exercise 25: Creating Patterns from Lenses to generate a pat-
tern based on the idea of “unifed design” from Lens #11 in The Art
of Game Design (Schell 2020). In a unifed design, all the elements
of the game work together to support the theme of the game. The
mechanics, sound, visual esthetics, and narrative all contribute to
the same design purpose. See how high level you can make this
pattern. If you stick to matching the esthetic theme discussed in this
lens you may end up with a pattern similar to Bringing About the
Apocalypse.† To help with this, look for games that have unifed
design but have little or no esthetic theme. If you succeed your pat-
tern should ft as a parent of both Fight Like You Live and Bringing
About the Apocalypse.
Child patterns:
I Could Be Bounded in a Nutshell and Count Myself a King of Infnite
Space‡ (Confdence: 2)—Use this pattern to help create combat within
tightly confned spaces when your game focuses on an intimate relation-
ship between the player and the enemy. In terms of the example games,
Doom uses this child pattern.
* Example pattern from Exercise 19: Finding Positive Patterns from Negative Patterns.
† Example pattern from Exercise 8: Teme Patterns—Post-Apocalyptic.
SUGGESTED EXERCISES
Use Exercise 20: Using Patterns to Understand Techniques to gen-
erate a pattern based on using ineffective combat to cause fear in the
player. In this case you will have at least two effects in step 2 of the
exercise: games that do create fear with their ineffective combat and
games that do not. The pattern you derive will help you understand
how this technique functions.
Use Exercise 20: Using Patterns to Understand Techniques to gen-
erate a pattern based on using slow combat and many player choices.
As discussed in the exercise you will have at least the effect of “creat-
ing strategy” and failing to in step 2. You may think of games that use
this technique to create other effects.
Use Exercise 20: Using Patterns to Understand Techniques to gen-
erate a pattern based on using fast, simple combat. As discussed in
the exercise, one of the effects will be to create a fow state; there
may be other effects.
EMOTIONAL PATTERNS
Pattern Purpose
Tis exercise produces patterns that help to create emotional efects in
games. As with the other exercises in this section, it produces patterns
that span the game design disciplines. It may generate a pattern relating
to game art, or mechanics, or sound. It’s worth completing this exercise
many times for any given emotional efect, since human emotions, and
the things that produce them, are quite complex, and you won’t cap-
ture them with any one pattern. Patterns tend to be additive, and games
that produce any given emotion strongly are likely to employ multiple
patterns.
* Te slight tone of darkness allows a sense of relief, catharsis, or contrast when it is broken by a
beautiful moment. Tat break is a way to tip a merely beautiful moment over into a delightful one.
Tis idea is captured by Alexander in his description of “the nameless quality” as being slightly
bitter. I will discuss this in more depth in Chapter 13.
126 ◾ Pattern Language for Game Design
Pattern
FIGURE 9.6 Character looking surprised and happy as they stand over a
dead monster and the sun breaks through the clouds Moments of delight
can be emphasized by breaking the underlying tension.
Author: Chris Barney
Design problem: Creating a genuine sense of delight in a game is diffcult.
Description: To create the sense of surprise necessary to tip the apprecia-
tion for a beautiful game or fortunate outcome over into a sense of delight,
a developer may need to create a situation where the outcome is uncer-
tain for the player. They might do this by creating a narrative landscape
that includes some ominous elements; they can then contrast that implica-
tion of danger or negative outcome with positive esthetic elements such
as beautiful visual and audio landscapes. These may combine with unex-
pected and positive mechanical results. The general moment-to-moment
gameplay at the point of delight may be relaxed, or if there is tension, the
delight may come from an intensifed sense of fow.
128 ◾ Pattern Language for Game Design
Parent patterns:
The Risk of Knowing You* (Confdence: 2)—To implement Oh! That Went
Unexpectedly Well you must create some sense of risk for the player. This
risk may be mechanical or narrative, and you can use this pattern to guide
you in creating it.
Child patterns:
SUGGESTED EXERCISE
Use Exercise 12: Embedded and Environmental Narrative Patterns
to generate a pattern about creating a sense of threat or impending
danger.
Use Exercise 14: Player Manipulation Patterns to generate a pattern
for creating a player experience of epiphany or unexpected success.
aside to use later. Also, the speed that pieces fall is variable in this
version of the game, increasing uncertainty.
• Sekiro: Shadows Die Twice—In this Soulslike game, you’re in
constant danger of dying if you make a mistake in the combat
action gameplay. When your character dies, you lose earned
experience that allows progress, and the percent lost increases
the more ofen you die. Tree systems reduce risk: the ability to
use health items, periodic cave points, and having the ability to
resurrect once between each save point.
Step 4: For each technique, describe why the technique has the
intended efect. Try not to think of a pattern while you do this.
• Roulette—Te player’s experience of risk in roulette is very
focused and straightforward. Tere’s only one player choice, and
the outcome is entirely unknown. Tis extreme focus creates the
intense, concentrated experience of risk that characterizes the
game.
• Poker—Te use of risk in poker is more complicated. Te escalat-
ing bidding increases the feeling of risk, while the increasing cer-
tainty of card reveals mitigates it. Risk spikes at the end of each
hand, and stakes build throughout the game until a single player
remains. Te game stays focused on the risk, but is far more com-
plex and is an excellent example of how varying risk can create
modulation in the player experience.
• Walking Dead—Te sense of risk is combined here with narrative
beats and is used to help align you with your character’s danger
as you play.
• Life is Strange—One would think that the ability to rewind time
would lower the sense of risk in the narrative choices, except
that the game periodically takes the ability to rewind away. At
frst, you’re lulled into taking more signifcant risks as a player
because of the safety net of rewinding time. But as gameplay
progresses, you become aware of the possibility that you won’t
be able to rewind, and this uncertainty enhances the feeling of
risk.
Structural Pattern Exercises ◾ 133
Pattern
the player, which allows them to better empathize with the feeling of
danger that their character has.
• Life is Strange—Similarly to The Walking Dead, this game uses high-
risk narrative choice to create a connection to the characters’ peril.
Empowering the character with the ability to rewind time and fx mis-
takes mirrors the decrease in risk the player feels in their gameplay.
• Binding of Isaac/Don’t Starve—This high-intensity, high-risk game uses
roguelike mechanics to create an intense sense of risk that mirrors the
characters desperate, bleak, and unrelenting danger.
• Tomb Raider (reboot)—Single-use quick-time events resolve many tense
situations. These events are usually not very diffcult, and often allow
the player to succeed the frst time. However, they condition the player
to be uncertain of their ability to survive in any given situation, even as
the character’s power level or the player’s skill in the core mechanics
increases. This uncertainty helps the player to empathize with the con-
stant fear of danger experienced by the character in this game.
SUGGESTED EXERCISES
Use Exercise 4: Formal Patterns to generate a pattern based on the
unknown.
Use Exercise 6: Emotional Patterns to generate a pattern based on
empathy.
Child patterns:
We’re Going to a Dark Place Together‡ (Confdence: 2)—If you have imple-
mented The Risk of Knowing You throughout the game, you may use this
pattern to leverage the emotional connection of the player to the character
to create more intense and diffcult situations without alienating the player.
* Example pattern conversion from Game Mechanics: Advanced Game Design described in
Chapter 16.
† Example pattern from Exercise 1: Basic Patterns.
SUGGESTED EXERCISES
Use Exercise 4: Formal Patterns to generate patterns based on
stakes, that is on the things that a player can lose. Those things could
be concrete and intrinsic to the game like gold or items, they could
be abstract and intrinsic like progress through a level, or they could
be extrinsic like the player’s time, or even cash bet on the outcome
of a game, or used to purchase in-game effects. Use this pattern to
understand what kind of stakes you should use and when to create
the tension, pacing, and rhythm you need for your game.
THEME PATTERNS
Pattern Purpose
As with Emotional Patterns, this exercise creates patterns across the spec-
trum of game design disciplines. However, I’ve aimed this exercise at a
higher level of abstraction. Here I ask you to consider whether there are
patterns across those disciplines.
In this exercise, I use the word “theme” in the esthetic sense (Mass
Efect has a sci-f theme), rather than in a literary sense (Call of the Wild
contains the theme of man against nature). Tis exercise is one of the more
complex and challenging in the book. Step 5 asks for an in-depth analysis
of the efects of the techniques you describe in steps 3 and 4. It’s possible
to skip step 5 and still produce a functional pattern, but including this step
produces far more useful and insightful patterns, so I strongly encourage
you to complete it.
If you’re looking for low-level, more specifc thematic patterns, you
can complete the Emotional Patterns exercise using a theme instead of an
emotional efect as your starting point. Conversely, if you’re looking for
higher-order emotional patterns to connect those generated by the earlier
exercise, you may complete this exercise using an emotional efect as your
starting point rather than a theme.
Example Pattern
In this exercise, I look at the techniques used to create a cosmetic theme.
Te process helps to identify many literary themes that result from the
mechanical, artistic, and narrative techniques used. Describing these
techniques also allows me to explore the structure of the theme, so that
the pattern I describe will help me to apply the theme in a way that gives
it a deeper meaning.
Exercise
* Tis is an unusual experimental board game I designed. More details can be found in “Games
Reference” at the end of the book.
138 ◾ Pattern Language for Game Design
* “New style MMO” is a term I have started hearing developers use to describe MMOs with small
group co-op play in a persistent world such as Destiny, Te Division, and Anthem.
Structural Pattern Exercises ◾ 139
• Sound design:
• Sound design within this theme also varies greatly, from melan-
choly folk to kitschy 1950s pop to grinding metal. Te pattern
here is that the music and sound design work together to shape
the way the player experiences the apocalypse.
• Mechanical design:
• Mechanics that model the type of apocalypse the game is represent-
ing are common. Tese games use mechanics that match the theme,
such as limited or dwindling resources, lethal combat, and the need
to protect a place or person that is more vulnerable than the player
character. Te mechanical design strongly refects the theme, creat-
ing a play experience that mirrors the difculties facing the character.
• Social mechanics:
• While sometimes cooperative, games with this theme usually set
players against each other in some way, creating a social experi-
ence that mirrors the experience of the characters.
Step 5: Describe how the patterns you list in step 4 relate to the deeper
meaning or literary themes of the games.
Te specifc techniques used in each category in step 4 directly relate
to the literary themes each game focuses on within the esthetic theme
of the game. Games that have the literary theme man vs. nature, for
example, feature a narrative where the apocalypse was either natural
or the results of it are confronted through nature. Tese games also
ofen feature survival mechanics that model the struggle against mor-
ally neutral but unstoppable forces, like cold or drought. On the other
hand, a game with the theme of we are the real monsters would use
techniques such as a narrative design focused on the responsibility of
the character—or humans in general—for the disaster, and enemies
that are more dangerous the more human they are. Te post-apoc-
alyptic esthetic theme is suited to a particular set of literary themes
and is usually composed of a number of them.
Step 6: Select one pattern and document it using the Pattern Template.
Te preceding analysis suggests a pattern relating the esthetic theme
to the literary theme and specifc mechanical choices, and thus how
those combine to create the player experience of the theme.
Step 7: You may repeat step 6 for each pattern you observed.
Structural Pattern Exercises ◾ 143
Pattern
FIGURE 9.8 Greek warrior with gun All of the elements of a game must
ft its theme.
Author: Chris Barney
Design problem: Designers often need to apply esthetic themes to the
game they’re creating.
Description: It’s often suggested that a game can be “re-skinned” with a
different theme, easily changing it from a sci-f to fantasy to post-apoca-
lyptic by shifting the visual presentation of the game. But for designers to
apply an esthetic theme most successfully, all aspects of the game must
refect that theme. The esthetic theme will also refect the deeper mean-
ings of the game—the literary theme. Examples might be man vs. nature
or man vs. man.
To fully realize the potential of a game’s esthetic theme, a designer must
integrate the thematic choices into all aspects of design, including visual,
audio, mechanical, social, and narrative. To do this, the designer must
have a deep understanding of the deeper meanings that a given theme
will generate within the game. The specifc techniques and patterns that
the developer uses to integrate their theme should match the meanings
the developer wants to create in their game. Only by doing this can the
developer be aware of and control the impact of the theme on their game.
144 ◾ Pattern Language for Game Design
• The Last of Us—This game uses an explicit narrative to establish its post-
apocalyptic theme. It refects the theme in its visual design and its envi-
ronmental sound design. It uses a companion mechanic to emphasize
the brutality of its setting and to focus on the individual moral cost of the
apocalypse. It uses its primary gameplay loop of shooting, which often
creates ludonarrative dissonance to create a feeling of extreme violence
and its cost. It uses human antagonists that are more dangerous than
the monstrous ones to turn the horror of the setting back on humanity.
Limited resources force the player to think in the survival-oriented terms
experienced by the characters. All of these things combine to reinforce
literary themes like we are the monsters and man vs. himself that are
common within the post-apocalyptic esthetic theme.
• Guild Wars 2—The game explicitly establishes its fantasy theme using a
wide variety of narrative tropes, such as many exotic non-human races,
a great ancient evil, and heroes to struggle against it. It supports this
narrative design with beautiful and fantastical visuals. Complex progres-
sion systems for the characters support the idea of a journey to heroic
status. Challenges requiring increasingly large cooperative groups sup-
port the concept of good banding together to defeat evil. Regenerating
health and a low cost for dying take the focus of play away from the
player’s failures. The place where this game struggles the most is on
creating player investment in the scripted narrative of the world. The
scripted narratives feel impersonal or focused on characters other than
the player’s, and don’t generate as much investment as they could. The
interplayer narratives created by the large-scale cooperative mechanics
compensate somewhat for this shortcoming.
• Red Dead Redemption 2—The Wild West theme of this game either sup-
ports or explains design techniques in all aspects of the game’s design.
Prominent visual and audio elements evoke the theme. The explicit plot
of the game, following an outlaw gang trying to maintain its freedom as
the era draws to a close, is deeply thematic. More subtle design choices
refect the role of the outlaw within the setting. For example, a narrative
that forces the character to move from location to location takes control
away from the player and helps them identify with the role of the out-
law. That lack of control is countered by the general open-world design,
which matches the deeper struggle for freedom and autonomy inherent
in the setting. Specifc mechanics, like the gathering and crafting sys-
tems, match the theme far better than they would in a similar game like
Grand Theft Auto.
Related patterns:
Parent patterns:
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to generate a pattern based on
Brenda Romero’s talk “The Mechanic is the Message” (Symonds 2013).
Child patterns:
SUGGESTED EXERCISE
Use Exercise 8: Theme Patterns to generate child patterns. Focus
on techniques that apply to your specifc theme and not to others to
help generate lower-level patterns that will be children of this pattern.
Focused Patterns
* I use this awkward construction to point out that the circulation patterns used as the starting
point for this exercise are not Alexandrian patterns, just repeated techniques. I could have just
said “circulation” but the phrase circulation pattern is in common use.
147
148 ◾ Pattern Language for Game Design
Pattern Purpose
Like all of the pattern exercises thus far, working through this exercise
uncovers game design problems—in this case, problems that developers
solve using circulation patterns. But circulation patterns are a particu-
larly useful element to study when constructing a Pattern Language for
* Tis is commonly referred to as “Metroidvania” style level design, especially when this pattern is
also used on the meta and micro levels.
† Tis is ofen seen in levels trying to provide for several distinct types of gameplay, providing a
your game, because they have three built-in levels of scale to look at: meta,
macro, and micro. When designing a game and identifying the highest
level problems you’re trying to solve, you’ll have more success if the pat-
terns you use at all three levels are in alignment. Tis is of course true
across all of game design, but it’s more easily visible when looking at this
kind of pattern, which maps clearly across these levels of scale.
Tis exercise, therefore, pays special attention to the problems that cir-
culation patterns solve. It asks you to observe subtle diferences in the way
circulation patterns are implemented, and the problems that those dif-
ferent implementations solve. Te result is that newer designers tend to
produce patterns that describe more fundamental uses of circulation pat-
terns, while experienced designers tend to note more abstract or higher-
level patterns. Both outcomes are valuable, and this is a good exercise to
come back to periodically as it will yield useful patterns many times over
your career.
* You do not need to copy–paste problem descriptions for each occurrence of the problem. You do
need to describe the subtle diferences in the problems though. If you only describe a problem once
and it’s repeated across all of your example games, you’re probably missing subtle diferences in
both the application of the circulation pattern and the details of the problem they solve.
150 ◾ Pattern Language for Game Design
Step 2: Name ten other games that use this circulation pattern and
describe how they implement it.
* Te skill and strategy involved in the high-level play of fghting games is very high and very spe-
cifc. Discussing this kind of game is difcult because only a small percentage of players of these
games play at the highest levels of skill. In thinking about the use of the circle strafng circulation
pattern in this game, I’m focusing on the way it impacts my own play experience and that of other
players I’ve observed.
152 ◾ Pattern Language for Game Design
Step 3: For each game list and describe the problems that the circula-
tion pattern solves.
Step 4: List and briefy describe how the circulation pattern solves each
problem.
Step 5: List and describe any patterns that you see in the way that your
circulation pattern solves problems across games.
Step 6: Select one pattern and document it using the pattern template.
Accommodation of gameplay space.
Step 7: You may repeat step 5 for each pattern you observed.
Focused Patterns ◾ 155
Pattern
• Star Citizen—This game was still in development at the time of this writ-
ing, but it’s interesting to see the iterative development of its space fight
simulator combat. A variety of different circulation patterns are used
in the combat of this game. Discussion of their intricacies is out of the
scope of this pattern, but the ability to circle an enemy while fring on
it is one of the three main circulation patterns. In the broader scope of
this game, the play takes place over extremely large spaces. But in com-
bat situations, limiting the size of the area where a combat encounter
happens can make combat feel more immediate and allow the greater
visual interest of being able to see your opponent clearly. Because the
game takes place in the vastness of space, it’s not easily possible to limit
the encounter space size through level design. By implementing ship
controls that allow circling and fring on a target and weapons that are
effective at close range, players are encouraged to engage in combat
while remaining close to each other.
• Zelda: Ocarina of Time—Effective combat in this game requires that the
player use the “Camera Lock-On” feature. This locks the camera onto
the enemy and shifts the player’s movement to be relative to the enemy,
making circle strafng easy and solving some camera control issues on
this early 3D console game.
SUGGESTED EXERCISE
Use Exercise 5: Functional Patterns to generate a high-level pattern
based on combat. There should be a number of high-level patterns
that you can fnd by looking broadly at games with very different
combat.
Child patterns:
SUGGESTED EXERCISE
Use Exercise 10: Boss Encounter Patterns to generate a pattern
based on any boss encounter that takes place in a confned space
and requires circular movement around the boss.
Subtractive patterns:
SUGGESTED EXERCISES
Use Exercise 4: Formal Patterns to generate a pattern based on envi-
ronmental hazards. It would seem that environmental hazards would
work against this pattern since moving in one direction and attacking
in another makes situational awareness more diffcult.
Use Exercise 5: Functional Patterns to generate a pattern based on
long-range combat. By long range I mean sniping or artillery, which
would work against the circular movement patterns encouraged by
this pattern.
Step 3: List up to ten other games that create the same efect using a
boss encounter.
Step 4: For each game, describe the techniques those games use to cre-
ate that efect.
• Pyramid Head from Silent Hill 2—As the primary boss enemy for the
game, Pyramid Head appears several times. Most times you encoun-
ter him, he is invulnerable and you must either avoid or bypass him
in some way. Figuring out how to survive these encounters results
in many character deaths for the player. Background narrative sup-
ports the perceived threat of this boss.
• GLaDOS from Portal—Tis boss is built up in narrative throughout
the game. When the actual confrontation comes, it requires mas-
tery of the game mechanics while introducing many new elements,
which will likely cause you to die many times while you fgure them
out.
• Te Lich King from World of Warcraf: Wrath of the Lich King—As
the fnale of this WoW expansion, this fght is extremely difcult.
Te ten-person fght requires precise play and includes many com-
plex mechanics, including a particular fght phase that results in
instant death for all the characters if they do not properly coordinate
their movement. Learning how to win this fght can take a group of
players weeks of practice, and the scale of the difculty helps evoke
the level of world-saving heroism that the characters are experienc-
ing. It also produces catharsis and satisfaction, which is in keeping
with the hundreds of hours of gameplay players have invested at that
point in the game.
• Te Final Choice from Life is Strange—Tis is not a battle, but an
encounter where the character faces the storm they have known
was coming for the entire game. Te content of this encounter
is entirely narrative, where the only mechanic is a single binary
choice you must make for the character under no time pressure.
Te character has to decide whether to save their oldest friend and
Focused Patterns ◾ 161
person they have fallen in love with, or to save the entire town from
the devastating storm. Te experience of the impossibility and
unfairness of this choice are conveyed to the player by having them
spend 20 hours of gameplay saving the character’s friend over and
over, and by leading them down a path where the only possibility is
this decision point. Te frustration and anger the player feels at the
unfairness of the game are a good proxy for the character’s experi-
ence. It’s also probably a metaphor for a teenager’s fear of coming
out.
• Te tower at the end of Dear Esther—Again, this is not a fght but an
encounter. In this case, the player has been wandering alone through
a beautiful but desolate island. Tey have listened to a voice-over that
is clearly their character’s voice talking about their life. Tey are at
the end of their life and alone, having lost their life partner. In the
end, the player is confronted with a tall radio tower, and the only way
to end the game is to climb it and jump of, killing their character.
Te emotional battle that many players experience over whether to
“let” the character kill themself mirrors the struggle of the character
to let go of their life and fnd peace.
Step 5: List and describe the patterns you observe across all ten games.
• Players are more tolerant of negative emotions when they are deeply
invested in the game and within sight of the end.
• Te games do not directly create the emotions of the characters in
the players.
• Te experience being created has its roots throughout the game, not
just in the boss encounter.
• Te most powerful and intense character emotions and experiences
are refected in sometimes unpleasant player experiences.
Step 6: Select one pattern and document it using the pattern template.
I think that all of these patterns that may exist across games combine
uniquely in the situation of a boss encounter.
Step 7: You may repeat step 6 for each pattern you observed in step 5.
162 ◾ Pattern Language for Game Design
Pattern
FIGURE 10.2 Te stronger the player’s bond with the character the more
likely they are to continue playing when the experience is difcult or
unpleasant.
Author: Chris Barney
Design problem: It’s hard to make the player feel what the character feels,
especially when the character’s experience is intense or diffcult.
Description: To help the player empathize and understand the intense or
diffcult emotions of a character, the developer may need to create similar
but less intense emotions in the player. However, when these emotions
are unpleasant by themselves, the developer may want to create them in a
focused situation where the player’s investment in the game is high.
their frustration. This helps the players stay invested in both the plot
and gameplay of the dungeon, making the experience of killing him
viscerally satisfying and allowing easy identifcation with their character
persona.
• Portal—Again, the player has been carefully positioned by the narrative
and given a high level of mastery over the game mechanics. The intro-
duction of new mechanics and the breaking of the established game
conventions enhance the feeling of GLaDOS’s omnipotence and make
it feel to the player like she is “cheating,” mirroring the character’s feel-
ings of betrayal.
• World of Warcraft: Wrath of the Lich King—The fnal fght with the
Lich King is punishingly diffcult. Many players took weeks of play
just to defeat this single boss. Players are willing to put in this extreme
level of effort because at this point in their play, they have many hun-
dreds of hours invested in the game. The defeat of this boss monster
is the result of “heroic” effort on the part of both the characters and
players.
• Life is Strange—Over the course of the 20 or so hours of gameplay, the
player uses the character’s ability to rewind time to explore the con-
sequences of their actions. The player navigates the character into the
situation of being in love with her best friend, and faced with a choice
of whether to save her or the town they live in. The time invested and
the emotional bond combine with the unfairness of the choice to create
feelings of frustration and anger in the player that mirror those in the
character.
• Dear Esther—At the end of the game, the player makes the choice to
end the character’s life by jumping from a high tower. This choice is only
meaningful because of the environmental and explicit narrative of the
game up to this point. If the choice were presented at the beginning of
the game, it would either be meaningless or something that the player
would be unwilling or unmotivated to do.
Seed: Boss encounters that make you feel like the character feels.
Related patterns:
Parent patterns:
SUGGESTED EXERCISES
Use Exercise 6: Emotional Patterns to generate a pattern based on
empathy.
Use Exercise 22: The First Choice to generate a pattern based on a
relatable main character. Start with step 2 and use “create a relatable
main character” as your answer.
164 ◾ Pattern Language for Game Design
Child patterns:
The Risk of Knowing You* (Confdence: 3)—Use this pattern to help build
the emotional connection between player and character that are needed to
support We’re Going to a Dark Place Together.
SUGGESTED EXERCISES
Use Exercise 6: Emotional Patterns to generate a pattern for a less
intense emotion than you will be depicting in your character. The
classic emotion wheel is a good place to look for emotions of differ-
ent valence (Wikipedia 2020).
Pattern Purpose
Tis exercise will help you look at examples of emergent narrative and
begin to understand the techniques that make them successful. Step 1 in
this exercise is challenging. Te old aphorism that there’s no such thing
as a bad question is not true here. If you fnd that the question you asked
is failing to help you generate a useful pattern, consider asking a difer-
ent question. Keeping the question simple and empirically answerable will
help you successfully complete the exercise the frst few times.
Step 3: For each game you chose, what is the answer to your question for
that specifc game?
• Te interactions that seem most meaningful are those that alter the
character in some signifcant way.
• Te narrative signifcance of these seems to depend on their dif-
culty, and the degree to which they move the player toward the larger
scripted narrative goal.
• When many events have a narrative payload, which events seem
most important becomes determined by the intent of the player.
• When players choose to engage in events, the various events selected
reinforce each other’s signifcance.
• When the content of a game is cooperatively generated, most events
feel like they have narrative weight because everyone is focused on
giving events signifcance.
• Te perceived importance of any choice is derived not just from the
player’s understanding of the visible narrative, but from the cost of
the diferent choices.
• For players to ascribe meaning to their actions, they need feedback
on the efect those actions have on themselves and the world.
• When most gameplay interactions don’t have explicit narrative
importance, players may construct elaborate narratives from these
explicitly insignifcant events if they’re given a context in which their
actions can be meaningful.
• In multiplayer games, shared events that lack larger narrative signif-
cance may be translated into meaningful stories by the players that
share the experience.
• In games consisting of scripted narrative vignettes, and in which the
player controls which subset of narrative components to engage with,
the larger narrative that emerges can be perceived by the players as
more meaningful due to their active participation in constructing it.
• Players are likely to construct meaningful narratives when most
choices they make have signifcant consequences for their characters,
their actions have dramatic consequences, and the overall story and
the high perceived likelihood of failure make each action memorable.
170 ◾ Pattern Language for Game Design
Step 5: Do these answers hold up across all of your games, or can you
generalize them to do so?
Tese answers all seem universally true across games that have an emer-
gent narrative. Te more of these things that are present, the more mean-
ingful the emergent narrative. Tese might even be a part of a higher-order
interactive narrative pattern.
Tese qualities increase the meaningfulness of emergent narratives:
Step 6: List and describe any patterns that your question and answers
sound like they’re describing.
“To allow players to construct meaningful emergent narratives, develop-
ers should provide players with context, motivation, and consequence for
their actions in the game.”
I think this is a good parent pattern that addresses the design problem
for this exercise. Te 12 bullet points from step 5 are probably each a child
* While designers cannot construct an emergent narrative for the players, they do have control over
the narrative content of the pieces that the players are building their story out of. Moon Hunters
leans into this and procedurally generates a world littered with mythopoetic puzzle pieces for the
player to assemble.
Focused Patterns ◾ 171
Step 7: Select one pattern and describe the problem it’s solving, then
document it using the pattern template.
Step 8: You may repeat step 7 for each pattern you observed in step 6.
Pattern
• The Elder Scrolls: Skyrim—The degree to which the three pillars are
present for emergent narrative elements in this game varies. At worst,
the events are isolated and unrelated to the player or the world: a group
of bandits in a cave with no associated NPCs or consequences for “rid-
ding the countryside” of them. At best, all are present: killing an NPC
in town results in the guards becoming hostile, the character attracting
the attention of the assassins’ guild, and the inability to wear holy armor
due to your evil actions.
• Kingdom Death: Monster—On a base level, the motivation for most
events in this game is either survival or to see what happens. But as the
game and the emergent narrative progress, player motivations compli-
cate. Essentially, every event in the game has signifcant consequences,
and most consequences are immediate and clear. The narrative context
for actions is always given, and it is additive. Early in the game, you have
only the immediately provided context. Yet as the game progresses, the
context of the emergent narrative increases and eventually exceeds the
designer-provided context of the game world.
• Apocalypse World—This is a tabletop role-playing system, so the degree
to which these pillars are present in any specifc use of the system is
dependent on who is running and playing in the game. However, the
system itself helps to ensure that these things are present by stating prin-
ciples like “give everyone and everything a name” (context), “say what
happens” (consequence), and “play to see what happens” (motivation).
• White Death—This is a live-action role-playing game where the events
are largely up to the players, so, as with Apocalypse World, the degree to
which the three pillars are present for each is variable. However, the game
is designed to help provide context, motivation, and consequence for the
actions of the players. A full discussion of the game’s nuances is outside
of the scope of this example, but the narrative frame of the game provides
context and consequence. The characters are endowed with attributes
that give motivation and that interact with the attributes of other play-
ers to create consequence and motivation. The interaction of the simple
mechanics of the game with the role-play of the players produces perhaps
the most compelling narrative experience created in any game, ever.
Focused Patterns ◾ 173
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to generate a pattern based on
the theory that The Three Pillars of Meaning in Emergent Narrative is
generalizable to narrative in general.
Child patterns:
I Thought You Should Know* (Confdence: 2)—Use this pattern when you
need to give context for a piece of emergent narrative.
Greater Choice Requires Greater Motivation† (Confdence: 2)—When
you have applied The Three Pillars of Meaning to situations where there are
emergent narrative and player choices, then those choices will be meaning-
ful. The more signifcant you make choices, the more of them your game
will be able to support.
SUGGESTED EXERCISE
If narrative meaning is enhanced by adding consequence, context,
and motivation, then it would be useful to have patterns describ-
ing ways to add those pillars to a game. Here are the qualities I
found when creating this pattern. The pillars they relate to are in
parentheses.
* Example pattern from Exercise 12: Embedded and Environmental Narrative Patterns.
† Example pattern from Exercise 16: Patterns from Core Mechanics.
174 ◾ Pattern Language for Game Design
There are many ways that you can approach generating these
patterns.
Use Exercise 24: Theoretical Patterns to look at each of these state-
ments as a theory.
Use Exercise 5: Functional Patterns to look at statement 3 as the
functional element of diffculty.
Use Exercise 7: Player Experience Patterns to look at statements 5 or
6 as the experience of choice.
When you have completed all of the exercises in the book, come
back to see if you can fnd other exercises to use to investigate these
twelve statements.
* Of course, in games the developer is adding the narrative in either case, so technically in games all
narrative is embedded. But as a designer there is a diference between telling the player and char-
acter something by staging a scene for them to observe, and creating a world where the inhabitants
have embedded narrative elements into the world to tell each other things.
Focused Patterns ◾ 175
Step 3: List and describe ten techniques used to incorporate that narra-
tive into the level.
* Tis exercise works well when done in a group. If you are doing this exercise with a class, divide it
into teams of four or fve and then combine your work for step 3.
Focused Patterns ◾ 177
Step 4: Repeat steps 2 and 3 for three to fve diferent games that share
a similar narrative.
Techniques:
1. Embedded narrative in the form of inner monologue.
2. Environmental narrative showing immediate plot developments
from the plane crash includes items foating down in the water
throughout the level and parts of the plane hitting the city.
3. Environmental vignettes showing more distant events: New
Years’ Eve party in the club, etc.
4. Environmental details showing the decay of the city, faded paint,
distressed prop items.
5. Environmental details showing the destruction of the city by its
citizens, broken down bathroom.
6. Environmental scenes with NPCs: Te death of the person sent
to meet you, the woman with a gun in her stroller.
7. Embedded propaganda clip as you descend into the city of
Rapture.
8. Embedded narrative in the posters and ads promoting Plasmids.
9. Embedded narrative in the form of the radio broadcasts from
“Atlas.”
10. Environmental set pieces like the drone killing the frst Splicer
that attacks you.
• First level of Dead Space
Narrative: Your character is sent to repair a damaged mining space-
craf. You become stranded when your small repair ship crashes into
the city-sized mining ship. You must survive long enough to repair
your ship. Te character is personally motivated by a romantic part-
ner who was on the mining ship.
Techniques:
1. Embedded narrative of video communication from love interest.
2. Environmental narrative of debris feld around planet.
3. Environmental narrative of rescue crew’s clean ship vs. old min-
ing ship with trash and wear signs.
Focused Patterns ◾ 179
Step 7: Select one pattern and document it using the pattern template.
Te uses of embedded narrative exposition to give the player context that
the character, or the average person in the story, would already possess.
Step 8: You may repeat step 7 for each pattern you observed in step 6.
Tere is clearly a meta-level pattern here about the density and structure
of the embedded and environmental narrative, and how that relates to the
intensity of the game experience. All of the games I examined had a very
182 ◾ Pattern Language for Game Design
Pattern
I have chosen a relatively simple and specifc pattern to complete this
exercise to show that it can produce both low- and high-level patterns.
It’s tempting to pursue the highest level, the most “powerful” pattern that
you can see. If this is your frst time completing this exercise, try to stay
specifc and return to the exercise later to look for the higher-level patterns
that unify the lower-level ones you started with.
FIGURE 10.4 It’s old news to the character, but the player needs to hear it.
to put the information the player needs to know into embedded narrative
aimed at other characters that might be new to the space.
SUGGESTED EXERCISES
Use Exercise 12: Embedded and Environmental Narrative Patterns
to generate a pattern based on the intro sequence of Half-Life and
that of The Elder Scrolls: Skyrim. I might call the pattern this would
produce “Where the heck am I?”
Patterns That
Break the Mold
185
186 ◾ Pattern Language for Game Design
* At this point you may not have the problem that the pattern you have observed solves. Tat's okay
in this case; the problem will be derived in the next steps.
† To put it another way, pick a game that has not been adapted to a new space or ported to a new
hardware platform.
Patterns That Break the Mold ◾ 187
Step 9: What effect do you think you will create by breaking spaces in the
game you chose in step 7? Frame this effect as the problem for your
pattern.
Step 10: You may repeat steps 6–9 for each pattern you observed in step 5.
Steps 7 through 9 of this exercise are intended to let you make a prelimi-
nary assessment of the viability of your pattern. If you can’t imagine how
your pattern would apply to the games you select, then it’s a good indica-
tion that it’s not a strong or useful pattern. Being able to imagine applying
the pattern is a positive sign, but it doesn’t indicate that your pattern is per-
fect. The only way to build that confdence is through repeated successful
application of the pattern.
manage the mechanics of the game and, in the more recent versions,
to provide more engaging play with a thematic playspace and ani-
mated card efects and creatures. Both ofer online and AI-based
play, tutorials, and some thematic story-based elements. A mobile
version, MTG: Duels, provides a touch-based interface but doesn’t
alter the gameplay meaningfully.
• Ticket to Ride—Te digital version of this game is a literal interpreta-
tion of the physical game, with AI opponents and computer manage-
ment of the mechanics. Te digital implementation vastly reduces
the amount of time it takes to play the game. Te mobile version was
developed frst, though a desktop version is available. Te total cost
of the game and all expansions is much lower for the digital versions,
and they ofer tutorials and enhanced visuals.
• Elder Sign → Elder Sign: Omens—Te digital version of this game
is mechanically identical to the physical version. Interestingly, the
abstract mechanics and the degree to which they were dissonant with
the game theme made the physical version one of the less engaging
games in this franchise. Te digital version, however, makes good
use of visuals and sound to create a more horror-focused experience.
Tere is little tutorial scafolding, but the base gameplay is straight-
forward in a digital implementation. Again, a tablet version was
implemented frst, and a desktop port was created later.
• Carcassonne—Te digital implementation of this board game is per-
haps the most literal of all the games discussed here. While it’s simple
and easy to use, it provides very little digital enhancement. Simple
tutorial and multiplayer elements are provided. Te mobile version,
which was developed frst, is designed with the idea of passing a sin-
gle mobile device among a group of players to be played in a similar
venue to the physical game. Te desktop version provides signifcant
visual enhancements, along with more focus on online multiplayer.
• Warhammer → Warhammer Quest 2—Tere have been a lot of digital
adaptations of the Warhammer franchise. Tese range from close rep-
lications of the tabletop war game to real-time action games. Tey’ve
varied in level of quality, but those that mirror the physical game in a
way that provides an intuitive digital experience have been the most
successful. In general, the games have provided both single-player
modes with AI opponents and multiplayer with online opponents.
Patterns That Break the Mold ◾ 189
Step 3: List the techniques that those games use to break spaces.
* Ironically the game Labyrinth is actually a maze. A true labyrinth has only a single winding path
that leads inevitably to the center.
190 ◾ Pattern Language for Game Design
• Pass and play—Some games that use this technique are trying to rep-
licate the play experience of the physical game as closely as possible.
Te difculty is ofen that the other players are lef without anything
to look at while others are playing, particularly when there’s hidden
information and the game device can’t be shared. An early version of
Scrabble used multiple devices to good efect, but it’s no longer avail-
able, and this technique is not common in other games.
• Story focus—It’s relatively uncommon to see a focus on story added
to games, but games that have a signifcant story focus beneft from
the tools that a digital implementation provides.
• Microtransactions—Games with a lot of physical expansions ofen
provide those expansions through microtransactions. Other games,
like Magic: Te Gathering or other collectible card games, ofen ofer
digital packs of cards as microtransactions.
• Online matchmaking—Tis is also related to accessibility. Allowing
for online play of competitive games gives players without access to
local opponents the ability to play the game. In the best cases, this
play can meet or exceed the standard of local play. Te efectiveness
of this technique depends on how much fdelity is lost in the trans-
lation to a digital game. Usually, what is lost is direct access to the
other players. In games with a large social component, this may have
a signifcant negative impact.
• Social network integration—Tapping into a user’s existing social
network grid allows for both competitive and cooperative play with
others that the player knows outside of the game. Unlike some digi-
tal games that merely tax a social network, most board games ofer
meaningful play.
• More varied content—Te ease of access allowed by the digital mobile
platform can lead to the player exhausting the available gameplay,
particularly in more story-driven or cooperative games. Adding new
content or extending the scope of the physical game can extend the
life of a game somewhat. However, this kind of content delivery can
lead to a game that is dependent on it, and that will not live long past
the end of active development.
• Difculty scaling—Variable difculty has been seen in some
board games in the past few years, but it’s more common in digital
Patterns That Break the Mold ◾ 193
Step 6: Select one pattern and document it using the pattern template.
I think the aforementioned patterns break down into the two pattern
seeds. Each can be its own pattern, though they both point to a parent
194 ◾ Pattern Language for Game Design
pattern that probably applies across all games that are moved between
mediums or venues.
Step 9: What efect do you think you will create by breaking spaces in
that game? Frame this efect as the problem for your pattern.
Adapting this game well could enhance the narrative and world-building
aspects of the game and alleviate the difculty of “getting the game to the
table” or fnding the time, space, and friends to play with. It could also
make the game much easier to learn.
Te biggest dangers would be avoiding the temptation to just turn it
into a co-op fantasy action-adventure game or even a turn-based strategy
game. Part of the adaptation would be looking at all of the systems in
the game and seeing what could be automated without eliminating all the
interesting player choices.
Patterns That Break the Mold ◾ 195
Step 10: You may repeat steps 6–9 for each pattern you observed in
step 5.
Pattern
FIGURE 11.1 What parts of a game do you need to keep when you adapt it,
and what parts change or disappear?
Author: Chris Barney
196 ◾ Pattern Language for Game Design
* Tis may be a top-level pattern. I cannot think of any exercise in this book that would reliably
generate a parent for this pattern. Can you?
198 ◾ Pattern Language for Game Design
Child patterns:
SUGGESTED EXERCISES
Use Exercise 7: Player Experience Patterns to generate a pattern
based on an element from a game that you’re considering moving to
a new platform. If you were moving chess to a digital form, you might
choose turn-based movement. If you were moving Candy Crush to a
virtual reality (VR) platform, you might choose the top-down camera
perspective. When you’re done, consider the resulting pattern and
see if it applies to your new platform. If the pattern helps you translate
the player experience between platforms, then add it as a child here.
Pattern Purpose
Since we’re trying to create a player experience with the games we design,
the behavior of players in response to our games is a critical component.
Player experience can difer from the expected in two main ways: when
players behave diferently from what the developers expect, and when
the developers cause players to behave in ways that they would not have
expected to. Looking at these two possibilities leads to two very diferent
sets of patterns. Tis exercise will focus on distilling patterns that allow
the developer to understand what causes these unexpected experiences.
• BioShock—First-person shooter.
• Max Payne—Tird-person shooter.
• God of War—Tird-person spectacle fghter.
• Legacy of Kain: Soul Reaver—Tird-person action.
• Prototype—Tird-person action.
• Phantasy Star IV — Turn-based RPG.
• Red Dead Redemption—Tird-person open world.
• Soulcalibur—Fighting game.
• Werewolf—Social deduction party game.
• Te Prisoner’s Dilemma—Game theory problem.
Step 3: For each game, describe the ways that it creates that efect.
Step 4: List and describe the patterns you see in the techniques that
these games use.
Step 5: Pick one pattern and describe it using the pattern template.
Coercive Ludonarrative Resonance
Step 7: If you can imagine how to apply the pattern you identifed in
step 5, describe that process.
In this game, Mario is motivated by a damsel in distress trope, but Mario
shows little reaction to either the enemies that are responsible for kidnap-
ping the princess or the non-diegetic message that she’s in another castle
at the end of each level. A few simple changes to the game’s sound design,
such as sounds of disgust when he crushes Goombas or sounds of frustra-
tion when the princess is yet again not where he expected to fnd her, could
show Mario’s emotional reactions.
I think these kinds of changes would probably give Mario more depth
of character, but they would also undermine the game’s light tone. For
any game, it’s worth considering whether the game’s themes would make
it a darker and less fun experience. If so, you should think about whether
those themes and tropes are the best choices.
204 ◾ Pattern Language for Game Design
FIGURE 11.2 When gameplay and narrative are aligned the player may
fnd themself pulled into an experience they didn’t expect.
Author: Chris Barney
Design problem: Sometimes as a designer, you want to give the player a
sense of empathy for a character’s experience that the player may not be
familiar with or predisposed to. For example, a player may not know what
it’s like to have a murderous thirst for vengeance, or a suicidal sense of
despair and loneliness.
Description: To help align the experience of the player with the experience
of the character, a designer may wish to create gameplay that is enjoyable
for the player, but that also aligns with the experience of the character.
By performing the gameplay actions required to complete the game and
watching the consequences of those actions play out for the character, the
player can get a sense of responsibility for, and participation in, the state
of the character.
Patterns That Break the Mold ◾ 205
As with all patterns that manipulate a player, this is a delicate technique. It’s
very easy to create situations where the player will become uncomfortable,
and either not wish to continue the game or become genuinely upset with the
game and the developer. If the designer is not always aware of the potential
experiences of the player, it’s possible to unintentionally use this pattern in
cases where the developer is aligning the mechanics of the game and its nar-
rative. This may be the case in the example of God of War (see later).
As the example games show, the more aware of and prepared for the
narrative and mechanical experience of the game that players are, the
more comfortable they will be with having their experience shaped by
the ludonarrative resonance.
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to generate a pattern based on
Brenda Romero’s talk “The Mechanic is the Message” (Symonds 2013).
Child patterns:
We’re Going To A Dark Place Together* (Confdence: 2)—The sense of
investment in the character that Coercive Ludonarrative Resonance pro-
duces is necessary or very helpful when implementing this pattern.
Just Look At What You’ve Become† (Confdence: 3)—For character
progression to be believable as transformation, the mechanical and nar-
rative changes must be aligned as described in Coercive Ludonarrative
Resonance.
SUGGESTED EXERCISES
Use Exercise 6: Emotional Patterns to generate a pattern based on
shame.
Use Exercise 6: Emotional Patterns to generate a pattern based on
schadenfreude.
PATTERNS IN INNOVATION
Pattern Purpose
Tis exercise looks at the ways that games are innovative and uncovers
the patterns they use to create that innovation. As always with these exer-
cises, the purpose is not merely to identify the innovative elements in spe-
cifc games, but rather to see what underlies them. Noticing an innovative
game and replicating that successful innovation has a higher chance of
producing a viable game than simply trying something completely new
and untested. Applying this process may seem counterintuitive here, and
indeed, it won’t inherently create innovation—it may only ever make your
game be the second to do something. Tat may be preferable to true inno-
vation if you’re concerned with the viability of your game. Te real pur-
pose of this exercise, though, is to look deeper than a specifc mechanic or
technique and discover how that technique produced innovation.
I’ve designed this exercise to help developers understand what things
allow some innovations to be more successful than others. By complet-
ing this exercise, and applying the patterns you uncover, you will increase
the chances that the innovations you devise will succeed in producing the
efects you intend. Tese patterns will not hand you new techniques that
are magically guaranteed to produce successful innovative games, but
they will help you choose and assess the innovations you’re considering.
* Te similarity doesn't necessarily have to be in the thing that is unusual about the games. Noting
a mundane thing that is shared by many innovative games may still lead to a pattern that will help
you be innovative.
208 ◾ Pattern Language for Game Design
Step 4: For each game you listed in step 1, list and describe the techniques
that game uses to achieve the effect you picked in step 3.
Step 5: List and describe the patterns that you see in the use of those
techniques.
Step 6: Pick one of these patterns and document it using the Pattern
Template.
Step 7: You may repeat step 6 for each pattern you identifed.
Example pattern
Exercise
Step 1: Make a list of the ten most unusual games you can think of.
I arrived at a list of 17 games to start with. Since they are very diferent, I
decided to list commonalities from as many games as possible and then
eliminate the games that seem to be unusual for diferent reasons.
White Death, Death Stranding, Beat Saber, Disco Elysium, Johann
Sebastian Joust, Persona 5, Kingdom Death: Monster, Starwhal, Katamari
Damacy, Te Stanley Parable, Te Path, Pathologic, Virginia, Catherine,
Te Void, Dear Esther, Nier: Automata
* See the ffeen fundamental properties of wholeness in Chapter 13 for more detail on what might
be objectively considered a “good game.”
Patterns That Break the Mold ◾ 209
Step 4: For each game you listed in step 1, list and describe the tech-
niques that game uses to achieve the efect you picked in step 3.
characters. In this way, the mechanics are tightly coupled with the
visual and narrative metaphors. Persona 5 is the most polished and
sophisticated example and the most easily available now.
• Kingdom Death: Monster—Tis board game combines a city-build-
ing mechanic, monsters with complex behaviors, and characters
that both become important to the players and die ofen to create an
emergent narrative that explores the search for meaning in a nihilis-
tic universe. Te AI systems for the creatures are revolutionary, but
they stand out even more here because they help create the emergent
narrative that builds player connection to the characters.
• Te Stanley Parable—Tis game starts with the mechanical tropes of
the frst-person shooter genre and extrapolates the meanings those
mechanics have, then walks the player through the absurdist results.
• Te Path—Tis is a short game with the mechanic of walking down
the path “to grandmother’s house” from the story of Little Red Riding
Hood. Te player may either stay on the path or explore the woods as
each of seven young girls that represent diferent archetypes. Te sto-
rytelling is done exclusively through environmental narrative and a
brief, cryptic cutscene at the end of each girl’s journey. Te slow pace
of the game serves to give the player time to think about the meaning
of the things they see. Much of the meaning is metaphorical.
• Pathologic—Tis complex Russian game focuses on themes of the
nature of evil, the price of totalitarianism, and the search for self-
worth, among others. Te gameplay has a survival horror feel, with
a focus on managing scarce resources and iterative play. Tose
mechanics reinforce both explicit and environmental narrative. It
uses visual and narrative metaphor, and is symbolism heavily.
• Te Void—Tis game is also by IcePick Lodge, the creators of
Pathologic. Both the theme and gameplay are intentionally opaque,
and the game is designed as a method for contemplating its own
meaning, and perhaps the meaning of a poem by the Russian poet
Maximilian Voloshin. Again, limited resources and repetitive game-
play expose the player to symbolic imagery and events over and over.
• Virginia—Te themes of this game arise from the experience of being
a marginalized person in a position of responsibility. Te mechanics of
the game are subtractive, which is to say that they start with mechanics
Patterns That Break the Mold ◾ 211
that are common and expected, then strip them away to create feelings
of limitation in the player that mirror those of the character.
• Catherine*—Te narrative and meaning of this game focus on mas-
culine fragility, and present a reductive and negative view of women
driven by the main character’s fear. Te platforming mechanics of
the game create a tense environment where these themes play out.
Te character/player’s actions are also tracked in a second, dating-
sim-like portion of the game, and a variety of endings are possible
based on the player’s choices. However, those choices seem to refect
the real-life actuality of the fears depicted in the game.
• Dear Esther—Te gameplay is simple exploration in a covertly linear
world, exposing the player to narrative and visual beats in the form
of voice-over and environmental narrative. Eventually, the player
enacts the character’s suicide and watches as his soul soars free of
the pain that was his solitude at the end of his life.
• Nier: Automata—Intense action gameplay engages the player in
combat and destruction against a robotic enemy, while the envi-
ronmental and explicit narrative delve into the futility of war and
the nature of being human. Te game is also iterative, and diferent
meanings are revealed each time a section of the game is repeated.
Step 5: List and describe the patterns that you see in the use of those
techniques.
Games that have an innovative mechanic ofen use it to emphasize a
deeper meaning that is created by the narrative framing of the game. Tis
suggests that the innovative mechanics may have been conceived to sup-
port the deeper meaning. Or, that successfully creating deeper meaning
in a game requires mechanics that go beyond those that are common in
games that don’t share that meaning.
Step 6: Pick one of these patterns and document it using the Pattern
Template.
I only synthesized a single pattern out of this portion of the exercise.
* To say that Cathrine is problematic is an understatement; see this article from Slate (Auerbach
2014). However, it is an innovative game that uses its narrative and mechanics together to make a
statement (Rochefort 2017). Understanding how it does that is valuable, regardless of the problem-
atic nature of its meaning.
212 ◾ Pattern Language for Game Design
Step 7: You may repeat step 6 for each pattern you identifed.
While I only arrived at one pattern, it would be worth considering these
games in the light of the other commonalities listed in step 2: unusual
story (narrative premise), unusual core mechanic, combination of genres,
unusual control scheme
Pattern
new mechanic may seem strange and unapproachable on its own, but
when seen in the context of a supporting narrative, it can create a powerful
experience for the player.
If you’re designing a game that has a deeper meaning, think about
whether established mechanics are suffcient to support it. If they are not,
then explore new mechanics. If you create those mechanics in support
of the understood narrative and user experience, they’re more likely to
succeed.
In either case, any new mechanics or narrative structures you conceive
of should be carefully playtested as early and as often as possible, as our
conception of a new mechanic’s effect often does not survive its frst con-
tact with a player.
SUGGESTED EXERCISE
Use Exercise 25: Creating Patterns from Lenses to generate a pattern
based on the idea of “unifed design” from Lens #11 in The Art of
Game Design (Schell 2020). I suggested this exercise in Exercise 5; if
you completed it there, then look to see if the pattern you generated
fts as a parent here. If you did not take on the suggested exercise at
that point, take the pattern you produced by completing it now and
see if it fts as a parent to Fight Like You Live* and Bringing About the
Apocalypse†.
Child pattern:
I See Where You Are Going With This‡ (Confdence: 2)—Use this pattern
when trying to create context and supporting mechanics for innovative
mechanics that you have created by implementing There Had Better Be a
Very Good Explanation for This.
SUGGESTED EXERCISE
Use Exercise 7: Player Experience Patterns to generate a pattern
for learning new mechanics. Pick games that are teaching new or
unusual mechanics well. Use this pattern to guide your introduction
of the mechanics called for by There Had Better Be a Very Good
Explanation for This.
215
CHAPTER 12
O ver the course of the previous 15 exercises, you should have had
a chance to apply much of the theory presented in the frst sections
of this book. You should have, at this point, completed each of those exer-
cises at least once. You have seen at least my 15 example patterns, and if
you’re working in a class or with a group of other developers, you will have
seen many more.
It’s likely that you’ve noticed things that these patterns have in com-
mon. Some of those things are higher-level patterns. You may eventually
choose to document those patterns: that is an important part of the pro-
cess of converting your patterns into a Pattern Language and is covered in
detail in a later section of the book.
Beyond those directly implied parent patterns, you may be seeing prop-
erties that various patterns have in common even when they seem to be
in no way related. In my experience of developing and writing the pat-
terns I’ve used in my teaching, and of writing this book, I began to feel
the need to fnd a consistent language to use when expressing these shared
properties.
Frankly, I found this irritating, as I have worked very hard not to invent
and promote new jargon and terminology. Te industry might beneft
from a shared vocabulary, but the way to get there is not for me to become
yet another developer insisting that my words are the best words.
217
218 ◾ Pattern Language for Game Design
The “Fifteen
Fundamental Properties
of Wholeness” in
Game Design
* German is a bit complicated in the way that words can change to be diferent parts of speech and
the word leben, or “life,” can become lebendig, or “lively,” or become the noun Lebendigkeit, which
can be used to describe inanimate things.
219
220 ◾ Pattern Language for Game Design
Tese properties are all rather abstract concepts, but they are powerful,
and afer spending the time to understand them, you will begin to see
them everywhere. At this point, late in Alexander’s career, his concern
was exploring the ways that diferent aspects of the universe embody the
property of life. By “life,” he does not mean the biological processes of
being alive, but something closer to the German word Lebendigkeit. Tis is
the nameless quality that he describes in A Pattern Language—the quality
that makes spaces or things whole. By his defnition, something that has
that nameless quality is
alive—whole—eternal—comfortable—free—exact—egoless—
not simply beauty—not only ftness for purpose—slightly bitter
Tose ten words or phrases, ultimately, are Alexander’s rubric for judging
whether a design is good. Designs that contain a high density of the ffeen
fundamental properties of wholeness embody the words that make up the
nameless quality.
Again, all of that can seem very abstract, subjective, and perhaps even
spiritual, but I don’t think that’s the case. Assessing design to determine
whether it is good is, and should be, difcult. But I agree with Alexander
that it is something you must do deliberately and precisely. I do not know
if Alexander’s ffeen properties are a sufcient vocabulary to describe the
kind of dynamic, interactive design that we do as game designers. But I do
think that it is an excellent place to start.
Jesse Schell gave a talk about Alexander’s ffeen properties, titled “Te
Nature of Order in Game Narrative” (Schell 2018), at the Game Developers
Conference in 2018. In this talk, he applies the ffeen fundamental proper-
ties to narrative design in games. I recommend listening to it; his analysis
is excellent, and the conference session is available for free. Listening to his
talk made it clear to me that there is value in trying to understand how the
fundamental properties apply not just to narrative but to games in general.
Properties of Wholeness ◾ 221
FIGURE 13.1 Not just ships, but the fying mechanic existing at three levels of
scale.
LEVELS OF SCALE
Since elements of the game vary in size and scope, they should exist at
multiple levels of scale. In architecture, and thus in the level design of
games, the elements are spatial; they may exist in the foreground, middle
distance, or on the horizon. Having levels of scale gives a sense of detail,
context, and potential. It allows the inhabitant to be grounded, under-
stand where they are, and feel a part of something larger. In the interac-
tive context of game design, levels of scale also apply to mechanics, sound
design, narrative, social design, and so on.
A game might exhibit levels of scale when placing a character next to
a much larger creature, and then putting them both in the courtyard of a
soaring castle that sits at the foot of a forbidding mountain. But it might
also show levels of scale when a player crafs a potion, and later crafs a
fortress, and still later orders the building of cities across a continent. Or it
might incorporate them in allowing a player to join a party with other play-
ers to slay a monster, and also to join a guild to hold territory or support a
chosen group of players in long-term play, and then thrust all of the players
on a server into confict with those on other instances of the game world.
Properties of Wholeness ◾ 223
FIGURE 13.2 Each system is complete in itself and also contributes to the overall
game.
STRONG CENTERS
For spaces or games to function, the elements that make them up must
work together. But that statement alone is not sufcient to help designers
organize their designs efectively. Te idea of strong centers is that the ele-
ments of a game that interact directly should relate strongly and reinforce
each other. Diferent groups of related systems should collectively support
each other at a higher level of scale. Te need for strong centers is present
for the physical elements as in architecture, but it is also necessary for
mechanical and narrative elements.
Strong centers can be seen in level design when the spaces a player
moves through have a clear purpose both in gameplay and within the fc-
tion of the world: a town that huddles at the edge of a desert, fully a believ-
able town but also a place for the character to prepare for the challenges
ahead. Te mechanics of a game show strong centers when each mechanic
is rewarding to interact with and also combines with the other mechanics
of the game naturally to create an experience that feels whole, as shown in
the illustration of the systems in Zelda: Breath of the Wild.
224 ◾ Pattern Language for Game Design
FIGURE 13.3 Not just clear literal boundaries in gamespace, but boundaries
between game systems.
BOUNDARIES
Games consist of multiple elements of any given type: spatial, mechani-
cal, narrative, or esthetic. Te boundaries between these components or
groups of components should help defne and focus attention on their pur-
pose or center.
Tis dynamic is analogous to architecture in the case of spatial ele-
ments, like the boundary between levels, or between desert and forest.
It is equally valid for more abstract elements like narrative or mechan-
ics. In terms of mechanics, a boundary might exist between resource
gathering and spending, or between traversal and combat. Narrative
boundaries might exist as plotlines, or more concretely as quests or
cutscenes.
Additionally, the boundaries of one type of element are ofen related
to those of another when they share a purpose. For instance, an environ-
mental damage mechanic, a desert location, and the narrative beat of a
character sufering regret for his past actions might all work together in
a game. Te boundaries of these elements, in terms of the player’s experi-
ence, should also be related. Aligning these boundaries creates stronger
centers.
Properties of Wholeness ◾ 225
ALTERNATING REPETITION
Repetition is frequent in games for a variety of reasons, from building
player mastery to creating a rational development pipeline to the reuse of
assets. By creating a pattern of alternating repetition, the designer can cre-
ate rhythms in the game.
Tese rhythms can be visual as they are in architecture, for example,
the pattern created by the repetition of window–door–window, window–
door–window on a block of row houses in Baltimore. But they can also be
narrative, creating story beats, or even mechanical. Consider the difer-
ence between a long string of combats and the pattern of confict, reward,
recovery. As earlier, the patterns of alternating repetition span the difer-
ent elements of a game and must support each other for the best efect.
FIGURE 13.5 All the elements the game needs and only the elements that are
needed.
226 ◾ Pattern Language for Game Design
POSITIVE SPACE
To apply the idea of positive space to games in a general way, consider
“space” as a concept rather than a literal volume. Te existence or pres-
ence of any element in a game takes up space within that game. Every
element added to a game has positive space; all of the elements of the game
together should defne that game’s positive space. Te positive space of one
element contributes to another’s if they, together, support the purpose of
the game at higher levels of scale.
Tis is true for the geometry within a level, or on a larger scale for levels
within a game. Te climbable buildings in Assassin’s Creed: Black Flag cre-
ate a cohesive dynamic play environment. Te game’s islands group those
spaces into cohesive chunks, and travel between them on various ships
presents a diferent, alternately repeating visual and spatial experience.
But both the islands and the ships are part of the pirate esthetic that the
game is presenting.
Positive space can also be seen in mechanics or in narrative. Looking
at Black Flag again, the game’s divergent systems of traversal, stealth, sail-
ing, and ship-based combat all are necessary parts of the experience of the
game. Te most evident faws are when there are parts of the game that do
not feel necessary, such as collectibles with no narrative justifcation. In
Alexander’s words, there can be “no lefovers.” If some aspect of the game
is not part of the positive space of a larger level of scale, then it cannot be
part of the wholeness of the game.
FIGURE 13.6 Each “shape” in the game is pleasing and fts the whole, whether it
is a space, a mechanic, or a piece of the story.
Properties of Wholeness ◾ 227
GOOD SHAPE
Alexander also uses the term “adaptation” to describe good shape, such
as a house that fts well into its environment. Does it serve its intended
purposes, to shelter the family that lives there, act as a strong center for
their lives, and situate them within their neighborhood and city? Good
shape is situational. A home might have good shape for a family, but not
for a lone person. Or it might have a good shape if found in one country,
but poor shape in another. Centers that have the nameless quality dis-
play this “ftness for purpose,” but go beyond it when they contain other
properties.
At a low level of scale, understanding good shape in terms of games
is easy: a space with a strong center, well-defned edges, local symme-
tries, and so on. Or a mechanic that is simple to use and understand,
that serves a clear purpose and creates gameplay intentionally and legibly.
Good shape is harder to see when the level of scale is more substantial.
A game level, for example, has good shape when it has good shape as a
whole and when all of its components also have good shape. A piece of the
story has good shape when it is meaningful, discrete, and fts well within
the larger narrative, but also contains characters that have good shape
themselves.
Tis is the place where it is most valuable and necessary to apply the
terms that Alexander uses to describe his nameless quality. Look at any
element of a game and ask yourself if it is alive, whole, comfortable, and so
on. Ten step back and look at the systems and levels of the game, then at
it in its entirety. Are all of those things still true?
Striking a block in Beat Saber has good shape. It’s visually satisfy-
ing, the sound it makes, the slight vibration of the controller, move-
ment of your arm, the trajectory of the sliced parts as they respond to
your blow, the knowledge that your strike was not perfect. They are
whole, comfortable, exact, slightly bitter. Those things are as true for
a full song level in the game as they are for the single strike; both have
good shape.
228 ◾ Pattern Language for Game Design
FIGURE 13.7 Two asymmetrical armies in asymmetrical siege warfare, but with
symmetry between some units.
LOCAL SYMMETRIES
Symmetry is defned as “the balanced distribution of equivalent forms or
spaces about a common line or point” (Kubala 2020b). It applies at difer-
ent levels of scale.
When applied to the entirety of a thing, symmetry can cause that thing
to seem lifeless or mechanical. Imagine a castle where each room on the
right of the castle has a mirror on the lef side. Te castle sits in a clearing
next to a river, and on the other side of the river is an identical clearing
and identical castle.
Tis problem with global symmetry applies to aspects of a game out-
side of its physical layout, such as a story where every character has an
evil counterpart, or a war game where all sides have identical units and
resources.
When only individual aspects of a thing are symmetrical at lower levels
of scale, symmetry is local. In contrast to the earlier negative example is
a story where both the hero and villain have a best friend but otherwise
Properties of Wholeness ◾ 229
dissimilar lives. Or a war game where both sides have similar units but
face each other in an asymmetrical siege.
Local symmetries have the efect of creating strong centers that create
order out of the overall chaos without feeling artifcial. In these examples,
you can see this idea applies to all aspects of game design, from the narra-
tive structure to multiplayer combat mechanics.
FIGURE 13.8 Te deep interlock of the traditional holy trinity of classes in mas-
sively multiplayer online games.
DEEP INTERLOCK
A game’s components must interconnect; they must have boundaries,
form positive space together, and support each other’s strong centers.
Tis property is about how they should be connected. Tese connections
should be deep and meaningful, but they should also create ambiguity.
In spatial terms, the boundaries between spaces should ofen be sof,
making it unclear which space one is in at each moment as you pass from
one to another. Stepping from the desert zone to the forest zone in a
game with only the separation of a loading screen is not deep interlock.
Watching the trees become smaller and be replaced by scrub and then cac-
tus as you walk is better. Helping the farmer at the edge of the forest fend
230 ◾ Pattern Language for Game Design
of the desert cats while he repairs his irrigation systems that have become
clogged with sand is better yet.
In mechanical terms, aspects of one mechanic should be part of another,
improving the function of both. A simple example would be the ability to
run in a game being connected to the ability to jump. Te mechanics are
distinct, but the interlock between them is deep.
CONTRAST
Te idea of contrast is understood and applied across most of the disci-
plines of game design. Contrast is present in open and cramped spaces,
light and dark rooms, music and silence, and combat and respite. What is
less obvious is how the rest of the properties inform the application of con-
trast. Te two things that are contrasting both need to be strong centers.
It is not enough to have a strong center juxtaposed against a meaningless
contrasting element; the second element must also be part of the positive
space created by the whole. Tere must be a reason for both the element
and its contrasting element.
Properties of Wholeness ◾ 231
FIGURE 13.10 Te gradual shif from the darkness of a dungeon to the light of
day.
GRADED VARIATION
Graded variation describes another way that elements connect. Any time
two elements are present, the transition between them may be sudden or
gradual, forming a gradient between them.
In physical space, that gradient might be the change between grassy
areas and patches of dirt, or a dark room and the daylight outside. Either
could happen suddenly or gradually; generally gradually is better.
In a mechanical sense, it might be an increase in characters’ abilities
throughout the game. Transforming a weak character into an unstoppable
juggernaut halfway through a game is not as efective at giving a player a
sense of growth by breaking that transition into a set of levels or power
unlocks. In many cases, moving from discrete levels to skills that improve
over time or abilities a player can acquire and then develop can be even
more efective.
232 ◾ Pattern Language for Game Design
ROUGHNESS
While simple to understand as a concept, roughness can be hard to apply
to games. For Alexander, imperfections and complexities in space allow
for better contrast, deeper interlock, and even strong centers at lower levels
of scale.
In games, it can be technically challenging to create a sense of roughness.
Creating a street that doesn’t feel antiseptic was a challenge, and remains
so even as graphical fdelity increases. Roughness might take the form of
textures showing surfaces with imperfections or pieces of geometry that
don’t line up with the grid you’re placing them on. In games with rough-
ness, similar things aren’t identical; houses or non-player characters don’t
endlessly reuse the same model with no variation.
Properties of Wholeness ◾ 233
FIGURE 13.12 A distressed texture might be the most literal example of rough-
ness in a game.
FIGURE 13.13 Echoes occurring in spaces but also in mechanics and narrative.
ECHOES
Tis property relates closely to levels of scale, as the presence of two simi-
lar things at diferent levels of scale can create echoes. However, echoes
can exist across all aspects of a design. Te choice of architectural style
might echo in the selection of instruments for the soundtrack. Te theme
of the dangers of power in the narrative might echo in the splash damage
of weapons. Tese kinds of echoes, of course, result in deep interlock and
make the centers of each element stronger.
In Assassin’s Creed, for instance, you see echoes in the shape of the
character’s hood and the physical eagle that is used to indicate places that
the player can climb to unlock new areas of the map, and the player con-
stantly looking down on the world from a great height.
THE VOID
Te void property is about the use of negative space. In architecture, nega-
tive space is defned by the places that the building is not, such as the emp-
tiness of a courtyard, the spaces between buildings or a green belt of trees
between housing developments.
Again in games, space must be taken conceptually. In a physical sense,
it is about creating spaces that have strong centers that are supported by
negative space, whether it is a castle surrounding a quiet courtyard or an
empty bowl. Negative space can be found in the ocean between the con-
tinents in World of Warcraf or the clifs that form the edges of the open
world of Anthem.
Narratively, it is about the pauses in the narrative in which noth-
ing happens, the story beats that provide contrast to the action. Tis is
Properties of Wholeness ◾ 235
INNER CALM
In architecture, inner calm is about removing the unnecessary parts of a
building or space, this helps to create simple spaces that serve their pur-
pose. Tis is not to say that spaces with inner calm must be plain or even
uncluttered, just that everything in the space serves a purpose and does
not distract from the intent of the space.
236 ◾ Pattern Language for Game Design
FIGURE 13.15 Fighting the constant drive to add features to meet genre and
audience expectations.
FIGURE 13.16 Each part of the game connected meaningfully to the next.
NOT SEPARATENESS
Similar to inner calm, this property states that all the elements of a design
should be part of that design and share its intent.
In architecture, not separateness means that the elements of a structure
do not exist in isolation. Each room in a house supports the function of the
rooms it touches; houses work together to form cohesive neighborhoods,
towns, and cities.
In games, that might mean that each scene in a level works to create the
experience of that level, and that levels feel connected by theme and nar-
rative. Te areas you explore in a Metroidvania-style game have a strong
sense of not separateness; those in Super Mario Bros. do not.
But not separateness also exists through a game’s levels of scale, in
its alternating repetition, its local symmetries, deep interlock, graded
238 ◾ Pattern Language for Game Design
variation, and echoes. Tere is nothing lefover in a design that has not
separateness, because every part of the game is connected and integral
to the whole. Tis property shows in the relationships between the ff-
teen principles—when you notice that every mechanical system supports
another. When jumping encourages dynamic exploration, exploration
results in a sense of discovery. Art and theme create a sense of wonder and
joy. Tat joy shows in the spirit of freedom and autonomy that the charac-
ter is shown to experience when they jump.
239
CHAPTER 14
Advanced Pattern-
Generation Exercises
T his next set of exercises is united by the fact that they’re all quite
difcult; they require that you understand the pattern creation pro-
cess well. Each exercise has a basic premise that’s more complex than just
picking an aspect of game design. Te introductions to these patterns will
be a bit longer and include a more complete discussion of the premise of
the exercise.
241
242 ◾ Pattern Language for Game Design
experience the gamer describes. Here’s how I'd do that for the aforemen-
tioned examples:
Pattern Purpose
Understanding how sets of mechanics combine to create singular user
experiences is essential. Tis exercise will help you to see and articulate
these combinations of mechanics, and produce the patterns that govern
how to create groupings like this efectively.
Step 3: Figure out what they’re actually describing. Use your understanding
as a designer to translate for them; don’t describe what you understand
as an expert to be the important gameplay features.
Step 4: Describe the consequences of the mechanic you described in step
3. How does the mechanic you identifed create the experience the
player described?
Step 5: Name and describe the way that ten other games use that mechanic
to create the same experience.
Step 6: List any patterns you see.
Step 7: Choose one pattern and document it using the Pattern Template.
Step 8: You may repeat step 7 for each pattern you observed.
Step 2: Write down how a non-designer would describe what makes that
game awesome.
You have an Ironman suit and you can fy anywhere in this whole crazy
world and blow things up with your friends!
So, which of these mechanics are core? I would say that high levels of
player mobility and the choice of activity or objectives are the core
mechanics. Multiplayer supports the fun of the core mechanics. Good
level and world design make the core mechanics challenging and
rewarding. And the beautiful world helps drive the exploration. Tis is
a complex game, and there are many patterns that work to support the
244 ◾ Pattern Language for Game Design
Step 5: Name and describe the way that ten other games use that
mechanic to create the same experience.
* Tere has been a great deal of criticism for Anthem due to the imperfections in its loot progression
and lack of endgame content. Tose are valid critiques; however, there has been some correction in
these areas and I do not feel that the faults in the early implementation of this system impact this
analysis of its core mechanics.
Advanced Pattern-Generation ◾ 245
island-based map that lets you sail to any island at almost any time.
Te overall progress of this single-player game is more limited, so
there is less of an issue of motivating long-term play. Moving through
the game world freely, in this case by climbing or sailing, is similarly
gratifying. Tis core mechanic is hindered by the fact that many of
the activities that you can pursue—collectibles in particular—feel
artifcial, and are neither intrinsically fun or extrinsically rewarded
by progression systems. As a result, they don’t drive the core game-
play loop efectively.
• Te Elder Scrolls—Tis game may only partially ft this mold, in
that the nature of the physical movement through the game world
is not a focus of the game. It does ft in the sense that it’s an open-
world game, and provides a wide variety of activities to engage
in during play. Te mechanics of player progression are tied to
every activity you can perform, and so whatever activity you pur-
sue, your character advances in power. If there’s a weakness in
the implementation of these core mechanics, it’s that the activities
you can engage in don’t always tie strongly into an overarching
narrative.
• Ori and the Blind Forest—In contrast to the preceding game, move-
ment is the primary focus of this game. Your ability to explore the
world is limited by the skills and movement abilities you have access
to. In this way, this game doesn’t ft the pattern, in that exploration is
gated by movement. However, the very limiting of movement allows
the game to maintain a relatively constant level of difculty, even as
the abilities available to the character grow. Te further you progress
in the game, the more open the world becomes, and the closer it gets
to the core mechanic of Anthem.
• Minecraf—As with the graphical presentation, movement in this
game is primitive. But because of your ability to alter the world,
you’re able to move freely throughout the world. Te developers
haven’t done much to structure player behavior in this game in terms
of setting specifc goals. But the crafing progression and resource
distribution systems make the game’s player movement abilities—
that is, world-altering abilities—a perfect embodiment of the “go
anywhere, do anything” core mechanic.
246 ◾ Pattern Language for Game Design
Step 7: Choose one pattern and document it using the Pattern Template.
Step 8: You may repeat step 7 for each pattern you observed.
248 ◾ Pattern Language for Game Design
Pattern
FIGURE 14.1 Too many quests can be overwhelming, but seeing a burning
building makes the choice clear.
Author: Chris Barney
Design problem: How do you keep players motivated to explore and inter-
act with systems as the scale of the game world and available activities
increase?
Description: The greater the degree of character freedom (of movement or
choice), the stronger the motivation required to make players feel like the
choices they make are enjoyable and rewarding.
In a very linear game, every player action visibly leads to progress, and
the player is unlikely to feel that their actions aren’t meaningful. When
games are nonlinear, allow a lot of player exploration, or give constant
action options, players might not be sure which actions are optimal, i.e.,
whether they’re generating meaningful progress or are just a waste of time.
Players thus require more and more motivation to feel confdent in their
choice to pursue a particular action. There are many patterns that suggest
how to generate player motivation; they tend to indicate that any possible
activities in the game should provide either meaningful narrative or mechan-
ical progress, and ensure the player understands the nature of that progress.
Advanced Pattern-Generation ◾ 249
* As a mobile title with continuous updates, the gameplay has changed radically over the course of
the game. Te changes made to the game refect the consistent design methodology of iterative
incremental improvement. Te game is discussed here as it was in the spring of 2020.
250 ◾ Pattern Language for Game Design
SUGGESTED EXERCISE
Use Exercise 9: Circulation Patterns to generate a pattern about cir-
culation systems for exploration in open world games.
Child patterns:
Mystery-Driven Exploration† (Confdence: 2)—Navigation and exploration
are one set of choices that Greater Choice Requires Greater Motivation can
help players to make. The more options for exploration a player faces, the
more compelling a mystery will need to be to drive the player.
SUGGESTED EXERCISE
Use Exercise 5: Functional Patterns to generate a pattern about
player choice.
Step 1: Choose a pattern you’ve created that has no parent or child pat-
terns listed. Look at the design problem it solves.
Pattern: One of Tese Days Tat’s Going to Get You Killed
252 ◾ Pattern Language for Game Design
Pattern problem: How do you maintain game balance and create ten-
sion when giving the player greater power in their interactions with the
game world?
Step 2: Can this pattern best solve its design problem alone?
Tis pattern is general and high level, and it’s tempting to say that an
adequate implementation of the pattern will address its design problem.
However, it will be stronger if it has the context of a parent pattern that
addresses why the player is given the particular power over the environ-
ment. Depending on how the increase in ability is meant to make the
player feel—more powerful, out of control, the best hope against impos-
sible odds, or whatever—there are also likely to be child patterns that
modify the pattern’s efect.
Step 3: If not, then look at ten games that implement this pattern and
also solve the problem well.
• Star Wars Roleplaying Game—A Jedi player can at any point boost
their powers by tapping into the “dark side of the force,” but doing
so builds up “dark side points” that can cause dramatic negative
mechanical and narrative efects.
• Te Elder Scrolls: Morrowind—It’s possible to create magical efects
that are very powerful, like jumping for miles or fying, but these
efects don’t include afordances to protect you. Jumping for a mile
can end by crashing into the ground and dying, or a fying potion
will end, dropping the character from their current height to their
death. As a player, you can mitigate these efects with careful plan-
ning, but they help make magic feel like it has consequences in a very
natural way.
• Life is Strange—Te main character has the ability to rewind time. At
frst, it feels like it gives you unlimited do-overs, and it’s used to con-
struct puzzles that can only be solved with repetition. But the power
doesn’t work in all circumstances, and sometimes using it causes you
(and the character) to learn things they would rather not know.
• Torment: Tides of Numenera—Magic items give the character pow-
erful efects, but using too many at one time (or even having them on
your person) causes negative side efects.
Step 4: For each game, list and describe the design elements that sup-
port or enhance the efect of the pattern.*
* For each game I list the design element in italics for clarity.
254 ◾ Pattern Language for Game Design
mobility and the need to move to collect health and ammo ofen puts
you in sudden and unexpected gameplay situations.
• Zelda: Breath of the Wild—Weapon breaking also puts you in situ-
ations where you suddenly lose power, a weapon in this case, and
where you have to self-limit the use of your powers. Having open-
world traversal abilities, but a world where certain areas are more
dangerous than others, lets you get into dangerous situations that
you have to alter your gameplay style to survive.
• Quake—Te need to constantly move to avoid damage, and collect
weapons and health ofen puts you in dangerous situations.
• Star Wars Roleplaying Game—Te combination of mechanical drive
to power and consequences of power is bolstered by the conficting
narrative desires to be the hero and to create dramatic situations by
following a darker narrative path.
• Te Elder Scrolls: Morrowind—Te open world and interaction of
large numbers of systems empower you as a player, but also create
emergent consequences to chaotic player behaviors. Most of the sys-
tems are meant to be used in moderation and produce reasonable
results when used that way, but they also allow you to take them to
an extreme and reward you with chaotic outcomes.
• Life is Strange—Te linear narrative and gameplay path force you to
use your rewind powers in a particular way. Te game manipulates you
into thinking it’s a choice-based game, but the time-rewinding power
turns those choices into iterative steps in pursuing the linear outcome.
• Torment: Tides of Numenera—Narrative choice in this game is real, but
narrative choice is very mechanics heavy, in that the choices available are
statistics dependent. Tis makes the magic items/side efects mechanic
efective both for players pursuing a combat-mechanic-heavy path and
for those following a more narrative-choice-driven gameplay style.
Step 5: List and describe any patterns you see in your response to step 4.
1. Using an ability leads to situations where you need to use the ability
more.
2. Triggering the consequences of the player’s power instigates new
gameplay styles.
Advanced Pattern-Generation ◾ 255
Step 6: Pick one pattern and document it using the Pattern Template.
Triggering the consequences of the character’s powers instigates new
gameplay styles for the player.
Step 9: You may repeat steps 6 to 8 for each pattern observed in step 5.
Pattern
• Sekiro: Shadows Die Twice—To take advantage of stealth kills, you have
to get close to the enemy. If you fail to kill the enemy, the gameplay
changes from stealth to combat action or to traversal as you fee.
• Zelda: Breath of the Wild—Weapon breaking also puts you in situations
where you suddenly lose power, a weapon in this case, and must either
fee or change to a different weapon and fghting style. Having open
world traversal abilities that depend on stamina, and a world where cer-
tain areas are more dangerous than others, often drops you into danger-
ous situations where your stamina runs out, and you have to alter your
gameplay style to survive.
• Anthem—The character has very powerful abilities and weapons, but
the abilities have cooldowns, and the weapons can overheat and can’t
be fred. Gameplay is frenetic, so you’re commonly in situations where
you’ve failed to watch your heat gauge or your abilities are on cooldown.
This forces you to transition from offensive combat to traversal. While the
general focus is still fast-paced action revolving around combat, the use of
this pattern creates changes in pacing and a chaotic rhythm to the action.
SUGGESTED EXERCISE
Use Exercise 5: Functional Patterns to generate a pattern based on
the functional element of gameplay rhythm.
Child patterns:
One of These Days That’s Going to Get You Killed* (Confdence: 3)—The
consequences suggested by this pattern are an excellent way for develop-
ers to implement And Now I Guess We Are Doing This.
SUGGESTED EXERCISE
Use Exercise 9: Circulation Patterns to generate a pattern about how
the circulation pattern changes when a player shifts from combat to
stealth-focused gameplay. Look at games that contain both of these
gameplay types in step 2.
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to generate the pattern I Could
Get Used to This based on the theory “using an ability leads to new
situations where you need to use the ability again.” I think there is
a pattern about designing situations that use a new ability after you
introduce it. Games that do this well add new abilities that support
the core gameplay and continue to provide situations that use those
abilities for the rest of the game. What will the relationship between
these two patterns be?
Pattern Purpose
Tese patterns have some utility in terms of avoiding bad design. But
they’re also useful as a way to understand a given problem. Mapping out
negative patterns around a problem can make it clearer where to look for
the patterns that solve it. Additionally, in games we ofen want to create
negative situations, environments, or experiences for dramatic or game-
play purposes. As a designer, you might use a negative pattern inten-
tionally. A negative pattern like “to avoid causing the player too much
stress, the designer should avoid putting their character in a constant
state of danger” is useful if your goal is to create an unpleasantly stressful
situation.
258 ◾ Pattern Language for Game Design
Step 3: List ten games that have the same faw. Te more diferent the
games are, the better.
* Te problem should be a real design faw, not just something you don’t like. Do not list ten frst-
person shooters because you don’t like that kind of game.
† Describing frst-person shooter games and saying their problem is having a frst-person perspec-
tive and shooting is not what you are being asked to do!
Advanced Pattern-Generation ◾ 259
Step 4: List and describe the elements that contribute to the faw in each
game.
resources. But the control system doesn’t refect the ship’s movement
in the rest of the game, which can take you out of the feeling that
you’re playing the role of Shepard.
Step 5: Describe the patterns you see in how the listed elements produce
the design faw you described in step 2.
Step 6: Pick one pattern and document it using the Pattern Template.
Gameplay systems that aren’t well implemented, or where the level of pol-
ish is below that of the rest of the game, stand out, and their shortcomings
are evident.
Step 7: You may repeat step 6 for each pattern you observed.
Step 8: Consider a game that does not have the design faw from step 2.
Would applying your pattern in that game cause the faw?
Yes, this seems very evident. It’s tempting to say that this pattern is so
apparent that it isn’t worth articulating; however, the repeated occur-
rence of poorly implemented systems in games seems to justify the pat-
tern. Additionally, the occasional use of poorly implemented systems
to positive efect makes it worth noting. A good example of a game
with many well-designed systems that all contribute to the core game-
play experience is Stardew Valley. Tis game, which at frst seems like a
farming simulator, includes seemingly tangential systems such as min-
ing, fshing, and socializing in town. All of the systems, while simple,
are implemented with the same level of depth and polish as the farm-
ing mechanics. Collectively, these systems create a complicated gameplay
rhythm that changes the game from a farming simulation to an explora-
tion of the rhythms of rural life. Each system, while diferent, was added
and integrated into the others to create a game that possesses Alexander’s
quality without a name.
262 ◾ Pattern Language for Game Design
Pattern
FIGURE 14.3 Just because you have built a cooking system doesn’t mean it
belongs in your action game. I know you worked hard on it, and it looked
good on paper, but it just didn’t turn out very well and it is getting in the
way of the parts of the game that are good.
Author: Chris Barney
Design problem:* Several design problems may lead to the attempt to add
additional systems to a game, including but not limited to:
• Broad game scope—The game world you are trying to create is com-
plex, and you want the player’s experience of it to be as complex as the
character’s.
• Need for pacing—Core gameplay moves along at a rapid pace and will
create a game experience that’s either too short or too homogeneous.
* In the context of this pattern, the design problem is very interesting. What problem was the poorly
implemented system supposed to solve? Could the system have solved that problem if it had been
well implemented? Would solving that problem have made the game better? Were there other ways
to solve the problem that should have been considered instead?
Advanced Pattern-Generation ◾ 263
• Mass Effect—The Mass Effect games are huge and complex, skillfully
blending exploration, combat, and narrative choice. But each game
included a system for gathering resources from and interacting with
planets, meant to connect you with the scale and scope of the galaxy,
and to make you feel that the locations outside the main story matter.
The Mako ground vehicle used in the frst game is diffcult to control,
and the procedurally generated missions using it lack polish and interest.
Despite the size and experience of the teams at BioWare, they lacked
either the time or resources to build both a carefully designed story-
driven action RPG and procedurally generated mission-driven one.
Because the missions on the procedural planets are optional and don’t
contribute to the core story-driven gameplay, and the resources gath-
ered are not necessary for advancement, they created only a weak link
between the core and supporting systems.
• Dreamfall: The Longest Journey—This is the second in a series of story-
driven adventure games. The frst game was a classic 2D point-and-
click adventure. This game moved to a third-person 3D presentation.
The expectation for 3D adventure games to be in the action-adventure
genre seems to have guided the developers to incorporate systems for
combat and stealth into the game. Unfortunately, neither set of systems
was well implemented, and while the game’s story is remarkable, it is
almost painful to play through the forced combat and stealth portions of
the game. It would be the best part of a decade after this game's release
264 ◾ Pattern Language for Game Design
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to generate a pattern based on
Christopher Alexander’s conception of positive space as described in
Chapter 13 about the ffteen fundamental properties of wholeness.
Child patterns:
Familiarity Breeds Contempt, or at Least High Expectations† (Confdence: 3)—
In games that poorly implement this pattern, the root cause is often
described by Game, Know Thyself.
SUGGESTED EXERCISE
Complete the documentation of the second pattern suggested in step
5 of the example for Exercise 18: “Gameplay systems that do not
enhance or complement the core gameplay loop of a game distract
from that loop and can reduce the overall effectiveness of a game.”
* Related patterns are a little diferent for negative patterns are a little diferent. Parent patterns are
higher-level patterns that can contribute to this negative pattern existing. Tose parents might
be negative patterns themselves or positive patterns that can have negative side efects. Likewise
child patterns may be other negative patterns that can be caused by this pattern, or they might be
positive patterns that are ofen introduced to deal with the negative efects of this pattern.
† Example pattern from Exercise 19: Finding Positive Patterns from Negative Patterns.
‡ Because this is a negative pattern it inhibits these three fundamental properties in games that
exhibit it.
Advanced Pattern-Generation ◾ 265
to assess whether the changes you want to make to the negative pattern
can be observed to have the efect you’d like them to.
Pattern Purpose
Tis exercise is intended to help you observe any possible patterns that are
the obverse of negative patterns found using the previous exercise. In plain
English, this exercise will help you check to see if reversing a negative pat-
tern is likely to reverse the efect of that pattern.
Step 2: For each game listed as an example, think of a similar game that
doesn’t have the problem that the negative pattern produces.
Tis step can go two ways:
Step 3: For each game, list and describe the elements in that better game
that difer from its fawed counterpart.
Step 4: Describe the patterns you see in how the listed elements address
the design faw you described in the seed negative pattern.
Step 5: Pick one pattern and document it using the Pattern Template.
Familiarity breeds contempt, or at least high expectations.
Step 6: You may repeat step 5 for each pattern observed in step 4.
268 ◾ Pattern Language for Game Design
Pattern
FIGURE 14.4 When your players know what a dragon (or any formal or
functional element) looks like it will be very obvious to them when yours
isn’t what it should be.
Author: Chris Barney
Design problem: Resources are often limited in game development, and
there may not be enough resources to implement all aspects of the game
with equal polish.
Description: When allocating resources in development, the resources
allocated to perfecting a particular mechanic should be proportional not
only to the prominence of that mechanic in the game, but the prominence
of that mechanic in the industry in general. Players’ expectations for the
quality of a mechanic grow as they become more familiar with it and
have seen it implemented well in many games. Player’s will compare the
mechanic in your game to the same mechanic in other games and compare
it to the other mechanics in your game.
meant to create a sense of scale and solve fast travel and resource-
gathering design problems. In the case of Dragon Age, this mechanic
succeeds and adds to the game experience, while in the Mass Effect
franchise, it feels underdeveloped and distracts from the core game-
play loop. The difference is in the level of polish and the degree to
which all aspects of the mechanic contribute to the core design of the
overall game.
• Stardew Valley—This game is chock-full of mechanics that simulate
different parts of rural life (admittedly rural life full of mine monsters),
from farming, to mining, to fshing, to going to town to socialize. These
could easily make the game feel unfocused or distract from the core
gameplay in a different game. In this case, every mechanic fts into
the fctional frame of the game, each is equally well implemented and
necessary for success, and each intrinsically supports the core game-
play. That core gameplay, in this case, is time management, so having
a variety of possible actions at all points is critical. The way that each
is implemented creates a rhythm for the gameplay that mirrors the
rhythm of rural life.
• Pokémon Go—The initial design of this game was done on a minimal
timeframe and with limited resources. It wasn’t possible to implement
all the mechanics that players would expect. Instead of cramming in as
many mechanics as possible at the cost of quality, only a few mechan-
ics were implemented at launch. They were very polished, though they
made up a barely minimally viable product. The game received some
criticism for not having richer gameplay. But soon after launch, Niantic
began adding new mechanics, which has continued throughout the
ongoing lifespan of the game. Each mechanic contributes to the exist-
ing game and moves toward a long-term goal of deeper gameplay; it is
released only when its quality meets player expectations. In the cases
where expectations are not met, player response is actively addressed
before more mechanics are introduced.
SUGGESTED EXERCISE
Use Exercise 1: Basic Pattern Exercise to generate a pattern looking
at developer resource allocation. This is intended to produce a pat-
tern to guide business-related resource allocation for developers. The
basic pattern exercise will work for this, but it would be a good place
to develop a more targeted exercise. Look at a broad selection of
games that prioritize different aspects of their designs when search-
ing for this pattern.
Child patterns:
SUGGESTED EXERCISE
Use Exercise 5: Functional Patterns to generate patterns about how
different functional elements should be implemented in order to
meet player expectations.
UNDERSTANDING TECHNIQUES
Pattern Purpose
Tis exercise looks at the efects of a technique. It might be formal or func-
tional; it might be from any game design discipline. When looking at a
technique in previous exercises, you may have noted that a technique has
several diferent efects under diferent conditions. In those exercises, you
were asked to choose an efect and focus your pattern on how it’s created.
Tis developed your understanding of how to control the efects of a tech-
nique in various specifc ways.
Now you’ll look at all of those efects, focusing on the diferences and
on the conditions that cause the efects to vary. It’s challenging to distill a
pattern from this process; you may end up instead with a list of variables
and how they afect your technique. Tese variables will be other tech-
niques, not patterns. And while you can pursue this process recursively,
it’s easy for that process to lose value and become circular.
Why pursue it then? Because the frst level of understanding is advan-
tageous to a designer. It’s valuable to understand, for instance, how other
aspects of a design can make the functional element of jumping create a
sense of empowerment and agency in Super Mario Bros. or Devil May Cry,
but a sense of vulnerability in Te Last of Us. And of course, it’s some-
times possible to distill a useful meta-level pattern from this exercise. Tis
kind of pattern, describing ways that the efects of a technique change, is
incredibly valuable. It can allow you to use the technique in an entirely new
way, while understanding how your design choices are likely to impact the
player experience.
Example Pattern
Exercise
Step 2: Pick and describe ten games that use that technique to create
diferent efects. (You may not fnd ten diferent efects, but you still
need ten games.) List the games and the efects.
Step 3: How does the technique create each efect? Here you may have
fewer than ten examples—one for each efect, not one for each game.
world in ways that the other entities in the game can’t, as in Mirror’s
Edge. In these cases, the character’s ability to run is generally far
greater than yours or than a normal human’s.
• Player limitation—Te physical action required to run can focus you
on your limitations, whether you have to strike alternating keys at
top speed to represent your lef and right feet as in Summer Games,
or literally run as in tag. Success or failure in the game mean more,
as they relate more directly to you as the player than to a character.
• Character growth—Te character’s ability to run grows throughout
the game. Tis is an obvious and powerful way to show the charac-
ter’s increasing power in the game world, as in most games where
you can run, you spend a lot of your time running.
• Character limitation—Tis is related to vulnerability but also to char-
acter growth. Games that use this technique either limit the ability
to run or take it away. In the case of Anthem, although the character
can run, and quickly, running is far more limited than the ability to
fy, which is core to the gameplay. When you lose your fying ability,
even the ability to run very well is limiting. In these cases, the char-
acter’s ability to run is usually similar to or worse than yours.
• Convenience—Tis is the efect created by using running to allow
you to compress the less exciting parts of gameplay—like moving
from place to place—by increasing the character’s speed.
Step 4: Are there patterns in the way the techniques create the diferent
efects? What you're looking for here is why the efects are diferent in
each game.
Pattern
• Silent Hill 2—In this survival horror game, you move at a walk by
default. You have the ability to run, but doing so depletes the character’s
stamina. There’s no display for stamina, but there are visual and audio
cues, and when the character becomes tired, they double over when
they stop running. It’s possible for the character to escape enemies by
running, but it’s not certain. The limits to running create feelings of vul-
nerability while still allowing you to traverse the larger open spaces in
the game more quickly.
• Mirror’s Edge—This frst-person action game focuses on running. As
such, the character’s ability to run is one of the primary ways that the
character expresses their nature and personality. It’s also the primary
way for both the player and the character to express their autonomy. The
tone of this game is tense action rather than horror, so running gives the
character greater ability to avoid and deal with danger than the previous
game.
• The Legend of Zelda: Breath of the Wild—The use of running in this
game is very complex. It uses a similar stamina mechanic to Silent
Hill 2, but as a heroic RPG, it reinforces the nature of the character
by allowing you to use running to escape most combat as you tra-
verse the open world. As the game progresses and enemies become
more dangerous, your ability to run scales up as well, providing a
sense of character growth. The complex interplay of these and other
systems, such as crafting, complement the game’s focus on character
development.
SUGGESTED EXERCISE
Use Exercise 20: Using Patterns to Understand Techniques to dupli-
cate the work for this pattern, but use movement as the seed instead
of running. Do you fnd that movement is used in the same way as
running? If so, then consider eliminating this pattern and replacing it
with yours. If you fnd differences in the effects and uses of general
movement compared to the specifc movement of running, then con-
sider whether your pattern is a parent to this one.
276 ◾ Pattern Language for Game Design
Child patterns:
SUGGESTED EXERCISE
Use Exercise 6: Emotional Patterns to generate a pattern based on
vulnerability.
Use Exercise 7: Player Experience Patterns to generate a pattern
based on character power, control, or autonomy.
UNDERSTANDING TROPES
Pattern Purpose
Tis exercise can help a developer assess the efects of a trope on their
game. It’s not an exercise intended to convert a trope into a pattern.
Although it may be possible to make that kind of conversion or to break
a trope down into its formal and functional elements and create patterns
around them, this exercise is focused on understanding the efects of the
trope as it exists.*
To complete this exercise, you must understand the cultural meanings
the trope carries. Understanding the mechanical defnition of the trope is
not enough, and attempting to complete this exercise without understand-
ing the trope’s context can result in a pattern that will cause you to imply
meanings in your game that you may not be aware of. Terefore, you’ll
need to research the trope that you choose as part of step 1 of the exercise.
Take care in this research, pursue multiple sources, and discuss the things
you fnd with your development colleagues and classmates.
Do not shy away from the negative aspects or implications of the trope,
because they are as crucial to this exercise as the useful narrative or
mechanical efects. I recommend looking at the video series “Tropes vs.
Women in Video Games” by Anita Sarkeesian for an example of the kind
of analysis that you need to be performing for this exercise. If you’re not
comfortable or able to do this kind of research and analysis on your own,
I would even recommend picking a trope covered in that series and using
it for your frst attempt at this exercise.
* See the section “Forming Patterns vs. Accepting Tropes and Stereotypes” in Chapter 1 for more
details on how the term “trope” is being used in the context of this book.
Advanced Pattern-Generation ◾ 277
Example Pattern
Exercise
Step 1: Describe the meaning and context of the trope. Tis step may
require research.
Te lone warrior. Tis trope portrays a single hero taking on the forces of
evil. It goes so deep that it’s implicit in the Western mainstream under-
standing of what it means to be a hero. In Western media, the lone warrior
is almost always male, white, and heteronormative. Tese things are not
important to the basic function of the trope, but they’re ofen defaulted to
278 ◾ Pattern Language for Game Design
when the trope is present. Tis trope serves a variety of purposes, which
can be summarized by the following three points:
Step 2: Pick and describe ten games that use that trope. If you can’t
think of ten games, pick a diferent trope.
Step 3: For each game, describe how that trope shapes the meaning of
the game.
* Simple, not easy. Ninja Gaiden has a well-deserved reputation for signifcant levels of difculty.
280 ◾ Pattern Language for Game Design
games, but their presence is ghostly and not core to the primary
gameplay.
• Myst—In this puzzle-based game, the player character is trapped
inside a book written by another character in the world. Tere are
no other characters in the game, and you're lef to unravel the mys-
tery in isolation. Te identity of the character is unknown, and their
behavior is not governed by other tropes, which avoids negative con-
notations. Te character’s solitude reinforces the themes of the game.
Step 4: For each game, describe how the game would change if it didn’t
use that trope.
main character has aged and has a son. As suggested with regard
to Ninja Gaiden, this allowed both more complex combat and an
exploration of the main characters through their interactions during
gameplay.
• Horizon Zero Dawn—Te complex combat, battles against huge ene-
mies, and tribe-focused narrative of this game seem like they would
beneft from abandoning this trope. I do think that the lone war-
rior trope fts well with the narrative themes of rejection and seek-
ing group membership. However, shifing to a more group-focused
theme might better ft the game’s narrative progression.
• Zelda—Removing this trope from an action RPG like Zelda might
allow for the character to complete quests with various NPCs, allow-
ing for both satisfying cooperative combat and time to fesh out the
character’s relationships with others in the world. Narratively, there
is not a strong reason for this trope. To some degree, massively mul-
tiplayer online games (MMOs) are examples of what Zelda might be
without a focus on a lone warrior protagonist. However, even most
MMOs regularly fall back to this trope, primarily sending players’
characters out alone.
• Super Mario Bros.—I don’t think the answer here difers much from
that for Ninja Gaiden, though the example of Little Big Planet fts
better in this case.
• Te Elder Scrolls—All social interaction in the Elder Scrolls games is
a little stif and stilted. Later games do introduce companion charac-
ters, but those companions don’t alter the gameplay much. But even
this slight deviation from the lone warrior trope allowed some play-
ers to bond with these companions and to become more emotion-
ally invested in their characters. A game like Dragon Age shows the
potential of this type of game without this trope.
• Dark Souls—Te grim solitude of this trope strengthens the inten-
tional isolation of the player and character in this game. Te game
Ashen is a good example of the changes that removing this trope would
cause. In Ashen, the player is almost always accompanied by a compan-
ion character when they leave their settlement to complete a quest. Te
constant interaction with these NPCs allows players to form stronger
bonds with them and with the settlement they’re building together.
Advanced Pattern-Generation ◾ 283
Step 5: For each game, state whether you think the designer intended
the meanings of the trope to shape the meaning of their game.
• Doom—Yes
• Ninja Gaiden—No
• God of War—Yes
• Horizon Zero Dawn—Yes
• Zelda—No
• Super Mario Bros.—No
• Te Elder Scrolls—Yes
• Dark Souls—Yes
• Myst-—No
Step 6: Pick one efect of the trope and articulate it as a pattern using
the template. Te pattern you generate in this way may be a positive or
negative pattern, depending on the trope and the efect you chose.
Using the lone warrior trope creates a sense of isolation for the player and
character.
284 ◾ Pattern Language for Game Design
Pattern
FIGURE 14.6 When you use a trope you inherit a whole host of meanings
and follow-on problems that you must consider very carefully.
Author: Chris Barney
Design problems: The following design problems may result in the inclu-
sion of the lone warrior trope. The trope does address these problems, but
when used carelessly without consideration of this or other related pat-
terns, it may have unintended side effects.
the lone warrior trope. This trope can have signifcant cultural baggage,
however, and developers must carefully consider how it is implemented to
achieve the intended effects without unintended connotations.
In its most basic form, the trope is that a lone warrior must confront
the forces arrayed against them. The negative connotations of this trope
arise from the fact that traditionally this warrior is male and often exhibits
the behavioral patterns of toxic masculinity. These behaviors can range
from a refusal to accept help, to an inability to communicate their needs,
to actively hostile behavior towards anyone they encounter as no one can
understand their pain, and so on.
Other problematic tropes such as the damsel in distress (Sarkeesian
2016a), what these people need is a honky (TV Tropes 2020b), or stuffed
into the fridge (Sarkeesian 2016b) are often associated with the lone war-
rior. When employing the lone warrior trope, designers must be aware of
other tropes that they may include without explicit intent.
Of course, not all instances of this trope include all or any of these nega-
tive aspects. But due to the nature of tropes, even instances free from these
negative aspects may still be implied by players familiar with the trope. This
is of course projection on the part of the players, but no less real for that.
When using this trope, the designer must be aware of these connota-
tions and either actively subvert them or make use of them intentionally.
Otherwise, they run the risk of having their narrative intent colored.
• Doom—As the player, you begin, play, and end the game alone. You
are told that only you stand between the forces of hell and earth. This
game does partake of some of the trope's negative aspects via the angry
expressions of the character portrait. The trope, however, fts very well
with the simple gameplay and the desired sense of desperation, isola-
tion, and eventual heroic victory that it intends.
• Dark Souls—The implementation of this trope in this game is much
more nuanced. The ability to choose your gender, along with the game’s
melancholy atmosphere, removes much of the hypermasculinity associ-
ated with this trope. The game also uses that expectation to emphasize
that in this world, there’s little glory in this lonely struggle. However, the
antagonistic nature of the multiplayer components brings back some of
the trope’s more negative connotations.
• Horizon Zero Dawn—The lone warrior trope is used skillfully in this
game, subverting its negative aspects with the use of an explicit female
character, and by making one of the character’s main goals to escape
her isolation and gain acceptance in her tribe.
Related patterns:
Parent patterns:
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to generate a pattern based on
the idea that cultural rhetoric infuences a developer’s design choices.
Use Exercise 24: Theoretical Patterns to generate a pattern based on
the idea that cultural rhetoric infuences the player’s interpretation of
the elements in the game.
Child patterns:
SUGGESTED EXERCISE
Use Exercise 21: Using Patterns to Understand Tropes to generate a
pattern based on the trope damsel in distress.
Use Exercise 21: Using Patterns to Understand Tropes to generate
a pattern based on the trope what these people need is a honkey.
Use Exercise 21: Using Patterns to Understand Tropes to generate a
pattern based on the trope stuffed into the fridge.
* Tese three fundamental properties are enhanced by the use of tropes. However, the centers they
create, interlock with, and echo may not be ones you intend!
Advanced Pattern-Generation ◾ 287
a top-level pattern. It will not be the top-level pattern, but when combined
with the results of this exercise from other developers it will help to pro-
vide a healthy variety of these top-level patterns for your language.
Example Pattern
Exercise
* In my classes I usually give students a little context here. I might say, “Imagine that you have been
put in charge of your frst game at the company you work at. Your boss gives you the assignment.
What is the frst question that pops into your head?” It would be just as valid to imagine that you
were setting out on your dream indie project and trying to think of the most important decision
you would have to make, or if you are a student, to imagine that you’re starting the design of your
fnal senior project or thesis project.
† Not games that answered the question the same way that you would, just games for which the
answer to the question is the defning aspect of the game. If the question was about budget, then
games for which budget defned the rest of the design choices, or for which story defned the
design, or perspective, etc.
288 ◾ Pattern Language for Game Design
Step 3: Name ten games that you think asked this question frst.
It is, of course, efectively impossible to know whether most games asked
your question “frst.” For the purposes of this exercise, it's sufcient to
select games that are defned by your question.
Tomb Raider, Gears of War, Monument Valley, Beat Saber, Te Room,
Silent Hill, Nier: Automata, Echochrome, Among the Sleep, Black & White
* Tis “fxed” frst-person perspective was used in the early puzzle game Myst, though the later ver-
sion of that game, Real Myst, allowed free character movement. In Myst the perspective was used
largely due to technical limitations; in this game it is used intentionally to facilitate perspective-
dependent puzzles.
Advanced Pattern-Generation ◾ 289
1. Games that are defned by their choice of perspective use that per-
spective to enable or emphasize a core mechanic.
290 ◾ Pattern Language for Game Design
Step 6: Pick one pattern and document it using the Pattern Template.
Because I’m looking for a good high-level pattern, I’m going to docu-
ment my first answer to step 5: “Games that are defined by their choice
of perspective use that perspective to enable or emphasize a core
mechanic.”
I think that the pattern I noted in answer 2 is interesting, but it may
be more of an emotional pattern. It does seem worth documenting later,
though.
Te set-of patterns would clearly be children of the frst, so I will leave
them for another time.
Pattern
FIGURE 14.7 When the camera perspective doesn’t match the core
mechanic it can become hard for the player to engage with the experience
you are trying to create.
Author: Chris Barney
Design problem: When beginning to make a game, the camera perspec-
tive is often one of the frst choices a designer has to make. Many factors
go into this choice, and the best option is often unclear.
Description: To design a game that creates a particular experience as effec-
tively as possible, the designer should frst understand the experience they
want to create, and then the techniques, both mechanical and esthetic, that
they’ll use to create that experience. Only then should they consider which
camera perspective to choose.
Different camera perspectives are better at supporting some mechani-
cal and esthetic choices than others. The child patterns listed here go into
detail about which camera perspectives support which techniques, but the
following observations can serve as basic guidelines:
SUGGESTED EXERCISE
Use Exercise 22: The First Choice to generate a pattern based on the
choice of core mechanic.
Use Exercise 22: The First Choice to generate a pattern based on the
choice of narrative.
Use Exercise 22: The First Choice to generate a pattern based on the
choice of hardware platform.
How are these patterns related? Do they drive the choice of camera
perspective or are they driven by it? Are they parents or children of
this pattern?
Advanced Pattern-Generation ◾ 293
Child patterns:
Temporally Unavailable Space* (Confdence: 2)—The implementation of
this pattern depends on the choice made in applying It All Depends on
How You Look at It. Once you have made that choice, use this pattern if
you want to make your levels more dynamic.
Fight Like You Live† (Confdence: 2)—Once you have decided on player
experience and chosen camera perspective, you may use this pattern to
guide your combat design if your game includes combat.
I Could Be Bounded in a Nutshell and Still Count Myself a King of
Infnite Space‡ (Confdence: 3)—The way that you implement this pattern
is determined by the choice you make when applying It All Depends on
How You Look at It. Use this pattern if your camera perspective and player
experience demand that you confne combat to limited space.
SUGGESTED EXERCISES§
Use Exercise 4: Formal Patterns to generate patterns based on iso-
metric perspective, 2D side-scrolling perspective, third-person per-
spective, frst-person perspective, or VR frst-person perspective.
Use Exercise 5: Functional Patterns to generate patterns based on
isometric perspective, 2D side-scrolling perspective, third-person
perspective, frst-person perspective, or VR frst-person perspective .
How do the patterns generated by Exercise 4 differ from those gener-
ated by Exercise 5?
AUDIENCE PATTERNS
Pattern Purpose
As we’ve discussed in a previous exercise, games have diferent efects on
diferent players. On one level, no game will have the same impact on any
two people. Tat observation, while technically true, is not all that helpful
to us as designers. It’s more useful to examine the efects of games on dif-
ferent people and observe patterns.
§ You may have noticed that Exercises 4 and 5 are essentially the same. Te only real diference is
in whether you are looking at a formal or functional element. As you can see here, something like
perspective could be looked at either way. Te perspective could be part of the shape of the game
or part of how you interact with it. When you can’t decide whether you should use Exercise 4 or 5
to generate a pattern for a particular design element, try using both and look at how the patterns
you fnd difer.
294 ◾ Pattern Language for Game Design
* In the later versions of this exercise you will look primarily at other players’ responses to games.
Here you’re just using another player’s response to the game to help you defne your own and to see
what parts of your response may be tied to the audience that you are part of.
Advanced Pattern-Generation ◾ 295
Step 4: List as many games as you can that are targeted toward an audience
that has the quality you identifed in step 2.
Step 5: List the things those games have in common.
Step 6: List the patterns you see in the items you listed in step 5.
Step 7: Select a pattern and document it using the Pattern Template.
Step 8: Share your pattern with a designer who doesn’t share the quality
you identifed in step 2.
Step 9: Seek out a pattern from another designer who doesn’t share the
quality you identifed in step 2.
Step 1: Tink of a particular efect that a game has had on you person-
ally, that you know it had because of who you are. Describe the game
and its efect.
Virginia. Playing this game put me frmly into the role of the main char-
acter: a woman of color in the 1990s in the male-dominated feld of an
FBI feld agent. I’m not saying that this was an accurate representation of
the profession or that the depiction of the experience of being a woman of
color was accurate. But the mechanics and narrative content of the game
made me feel the role I was being asked to play in a way that felt distinct
from my own experience of life. It also felt diferent from games where I’m
expected to project myself onto the character I’m playing.
Step 2: Identify the aspect of yourself that allowed the game to have the
efect on you that it did. (Tis might be your gender, race, sexuality, nation-
ality, economic background, age, level of education, or some other quality.)
296 ◾ Pattern Language for Game Design
Step 3: Look at the efect the same game had on at least one person who
is diferent from you in that particular way.
M.O., female, age 43, gamer, gaming style: action/FPS. She found some
character moments efective, but not enough to connect emotionally with
the character or experience empathy. Some moments that I found com-
pelling because they difered from my lived experience just seemed unre-
markable to her. Tings like seeing how small my character’s hand was
when being shaken by a man or being harassed by teens at a gas station.
She found the mechanical restrictions frustrating and “claustrophobic,”
but mostly didn’t connect that feeling to the experience of the character.
She thought the minimalist art style made the world feel less meaningful
overall. She remarked on the jump cuts and sometimes found them disori-
enting, but also felt that they took away what might have been meaningful
choices, rather than removing meaningless fller choices.
Step 4: List and briefy describe as many games as you can that are tar-
geted toward an audience that has the quality you identifed in step 2.
the audience for this game would be the players of that genre who
unselfconsciously enjoy the violence and virtue fantasy. I am not
sure that the game is efective for that audience, but it was efective
for me as a developer and a gamer critical of that genre. It showed
me why such games are enjoyable, and then made me uncomfortable
with having enjoyed those aspects of the game.
• Loneliness—Tis simple game is intended to show the emotional
landscape of loneliness. It uses a simple black and white palette and
the behavior or small black squares toward the player’s small black
square, set against melancholy music to achieve its efect. I think that
this game would be universally efective, but I also imagine that my
designer’s mindset and openness to art games made it more so.
• Gone Home—Tis game is set in the early 1990s and evokes a sense
of nostalgia, while also conveying the experience of discovering that
someone you know very well is gay. Te strong sense of nostalgia
the game evoked in me, as someone who grew up in the period it
depicts, made me connect with the character and personally relate to
her experience of discovering her sister’s sexual orientation.
• Tis War of Mine—Tis game uses survival mechanics to present the
impossible choices people are forced to make as civilians in times
of war. By ofering clear strategic choices that violate clear moral
norms, the game drives its point home. Te game was created by
survivors of the siege of Sarajevo.
• Night in the Woods—Similarly to Gone Home, this game creates a
sense of nostalgia and explores the story of a college-age girl trying
to come to terms with life in her home town afer an abortive stint
in college. I completed my course of study, but the game successfully
connected with my fears of failure in life to create empathy in me for
the character.
• Hellblade: Senua’s Sacrifce—Tis game uses a variety of esthetic
and mechanical techniques to try to create the experience of mental
illness. Tat’s not the plot of the game, but it is the emotional pay-
load. I found it somewhat uncomfortable, as I wasn't sure whether
the developers were sufciently respectful in their design choices.
Still, I did fnd that the mechanics made me behave in ways that
are typically associated with the psychological challenges it was
depicting.
298 ◾ Pattern Language for Game Design
Step 6: List the patterns you see in the items you listed in step 5.
Step 8: Share your pattern with a designer who does not share the qual-
ity you identifed in step 2.
Step 9: Seek out a pattern from another designer who does not share the
quality you identifed in step 2.
Pattern
Related patterns:
Parent patterns:
SUGGESTED EXERCISES
Use Exercise 2: Higher-Order Patterns to look for a pattern based
on audience. Pick games that you feel were designed for a specifc
audience. The audience should be different for each game. This will
help you fnd a higher-order pattern that guides games that focus on
a specifc audience.
Child patterns:
SUGGESTED EXERCISES
Use Exercise 7: Player Experience Patterns to generate a pattern
about a specifc player experience you are trying to create. Be spe-
cifc. Don’t use the experience of “being a soldier”; instead look for
patterns about specifc experiences a soldier might have such as
being told to kill, or facing separation from loved ones, or knowing
your choices are protecting something you believe in. Use the pat-
tern to guide your implementation of the details you are trying to
convey to your audience.
THEORETICAL PATTERNS
I’ve lef this exercise to last for a reason: because it’s the path to the dark
side. We’re all very good at coming up with theories about game design.
Sometimes these ideas are insightful and represent cognitive leaps based
on the patterns we don’t even realize we’ve been observing. It’s very tempt-
ing to believe that every theory of yours is like this, that you are the bril-
liant innovator that will change game design forever with your blinding
creativity and insight. Te thing is, you’re probably not—and you don't
need to be. You have the privilege of being part of a feld of brilliant,
skilled colleagues who are all, like you, working to make games better. It is
implicit in every exercise in this book that the ideas of the game designers
of today are the best platform, grounding the ideas you’ll use to build the
games of tomorrow.
* Ideally you would look for ten diferent audience groups that have had a game targeted for them to
achieve a particular efect.
† Again, this is difcult, sensitive work. Be respectful in your research and interactions with difer-
Understanding the patterns that exist in the games that have been made
and proven is far more valuable to you as a tool than any theory you may
have about how you can build a better game.
All of that said, sometimes we have ideas. And it’s useful to state those
ideas as patterns. When we do that, we must give those patterns a low con-
fdence rating, no matter how good we think they are. By taking that low
confdence into account, you can responsibly implement those patterns
in your games. Over time, they can earn a higher confdence rating, and
other developers may adopt them. Eventually, they might even be derived
by future readers of this book!
Pattern Purpose
Tis exercise will allow you to propose a pattern without examples, a
pattern that you think should exist based on a theory in game design.
Patterns produced in this way will have a very low level of confdence
since they will have no examples of successful use. Tese patterns can
only be validated by building games with them and observing how suc-
cessful they are.
Step 1: Articulate the game design theory that you want to express as a
pattern. You are not stating it as a pattern here, just describing the theory.
Teory: A game’s ability to create its intended efect in a player is directly
related to how prepared the player is to have the experience the game pro-
vides. Games that aren’t innovative but that are well-executed are successful
because they deliver a polished experience that players are already primed
to understand. Games that are very innovative without regard to player
expectations have difculty fnding a large audience. Games that innovate
successfully introduce the player to familiar concepts and only gradually
introduce their innovative gameplay, allowing the user to acclimate.
Step 2: Identify and describe the game design elements that are part of
the theory.
Step 3: Identify the purpose of the theory. Describe what the applica-
tion of the theory accomplishes.
Developers should understand what techniques are innovative in their
designs and how they relate to aspects of the game that will be familiar to
players. Developers need to balance the level of innovation in their games
if they’re going to maintain fnancial and critical viability. Te application
of this theory would allow developers to introduce innovation more care-
fully, in ways that players will accept.
It can be very frustrating for a clever designer, who has devised a com-
plex system of innovative mechanics that work in support of each other.
Te temptation is to unveil a new game that fully utilizes all of the new
techniques at once, showing how well they function as a whole. However,
if players can’t understand what the game is supposed to be, what it’s
about, what it’s doing, or why, then it’s unlikely they’ll engage with it for
long enough to understand its value.
Step 5: Use the elements that you identifed in step 2 to form the descrip-
tion of a pattern that solves the problem you stated in step 4.
To allow players to understand new design techniques, designers may wish
to introduce those new techniques gradually and in situations that provide
enough familiar gameplay to give a context for understanding.
To give a language analogy: It’s not that difcult to read a sentence
with one strange word in it, especially if that word appears several times
so that its context provides clarity. But a sentence made up of mostly
unfamiliar words is hard to understand, and you’re likely to lose your
reader.
Step 6: If possible, name ten games that implement the pattern you've
created to solve the problem you stated.
Popular non-innovative games—Call of Duty, Battlefeld, Assassin’s
Creed, Elder Scrolls, Madden, FIFA, annualized AAA titles and pervasive
sequels
Innovative games that had poor critical reception—Dear Esther,
Virginia, Ingress, Echochrome
Innovative games with positive reception—Portal, Pokémon Go, Dead
Space, Monument Valley, Gone Home
Pattern
FIGURE 14.9 To much change all at once can make even good things
unpleasant.
Author: Chris Barney
Design problem: As designers seek to advance the art of game design and
create ever more effective and diverse games, they often alienate players who
don't have the context to understand a rapidly expanding design vocabulary.
Trying to connect with players can be very frustrating for a clever
designer, who has devised a complex system of innovative mechanics that
work in support of each other. The temptation is to unveil a new game
that fully utilizes all of the new techniques at once, showing how well they
function as a whole. However, if players can’t understand what the game
is supposed to be, what it’s about, what it’s doing, or why, then it’s unlikely
they’ll engage with it for long enough to understand its value.
Description: To allow players to understand new design techniques, design-
ers may wish to introduce those new techniques gradually and in situations
that provide enough familiar gameplay to give a context for understanding.
To give a language analogy: It’s not that diffcult to read a sentence with
one strange word in it, especially if that word appears several times so that
its context provides clarity. But a sentence made up of mostly unfamiliar
words is hard to understand, and you’re likely to lose your reader.
308 ◾ Pattern Language for Game Design
SUGGESTED EXERCISES
Use Exercise 23: Audience Patterns to generate a pattern about how
you, as a player, learn a new skill in a game. I mean “learn a new
skill” in general, not how you learn some specifc skill.
Use Exercise 23A: Audience Patterns to generate a pattern about
how different audiences learn a new gaming skill.
Use Exercise 23B: Audience Patterns to generate a pattern about
how the techniques used to teach new skills in one particular game
affect different audiences.
Do these three exercises generate the same pattern? If they gener-
ate three distinct patterns, is there an even higher level pattern that
governs all three?
Child patterns:
Familiarity Breeds Contempt, or at Least High Expectations† (Confdence: 3)—
When picking supporting mechanics using I See Where You Are Going
with This, you must be sure that you implement those mechanics well and
meet player expectations.
SUGGESTED EXERCISES
Use Exercise 4: Formal Patterns to generate a pattern based on learn-
ing affordances, or elements of the game that help you to understand
the functional elements of the game. For example, non-diegetic on-
screen prompts such as “Press Space to Jump” or diegetic instruc-
tions from NPCs.
Use Exercise 5: Functional Patterns to generate a pattern based on
tutorials.
311
CHAPTER 15
Connecting Patterns
into a Language
313
314 ◾ Pattern Language for Game Design
if you can. What do these patterns that all solve the same problem (or
result from the same design element, or create the same theme, etc.) have
in common? Use the Finding Missing Patterns exercise (Exercise 17) to
document this new pattern.
Te resulting collection of patterns should be somewhat related to each
other. It is likely that as you worked through the exercises, you noticed
these connections and began to tentatively fll in their parent and child
pattern felds as instructed, which is excellent. If you have not noticed any
connections, you may want to go back and do the higher-level and lower-
level exercises starting with some of your existing patterns.
If you iteratively apply the higher-order pattern exercise, you will even-
tually be unable to derive a higher-order pattern that is meaningful or
useful. Te highest level patterns ofen begin to resemble the basic descrip-
tions of what constitutes a game. If you iterate on the lower level exercise,
you will eventually reach a minimum level of useful granularity. If you
fnd yourself in either of those places, stop.
1. Complete any Suggested Exercises you may have added when writing
the pattern.
2. Look back at your answers to the exercise questions for the pattern. If
you found other patterns with the exercise, fnish documenting them as
instructed by that exercise.
2. Add Keywords
To efectively use the patterns in your language, you need to be able to pick
a useful subset of patterns to apply to the design problems that defne your
game. Choosing your patterns may not be difcult when you have a dozen
or so. However, it becomes more challenging as your language grows or as
your design team develops a signifcant library of patterns. In a language
with hundreds of patterns, it becomes impossible, or at least prohibitively
time-consuming, to read through every problem entry in search of prob-
lems that are similar to your own. If you don’t address this difculty and
create afordances to increase the usability of your language, then you and
the teams you work on will not make use of it.
One useful approach to solving this problem is to make your language
more easily searchable. It is, of course, possible to simply search the full
text of your patterns for words or phrases from the problem you are facing.
Tat is a reasonable technique and one that you will likely use. However,
you will fnd it more useful if you include a section of explicit keywords.
Tis section will allow you to concisely call out all of the aspects of game
design that your pattern impacts. It is also useful to think of your keywords
as part of an enumerated value rather than an ad hoc collection of words.
You should maintain a list of all of the keywords you have used and make
sure that you consistently use the same words to mean the same thing.
For example, if you have a pattern that relates to a third-person isometric
camera perspective and you tag it with the keyword “third-person,” do
not later tag a pattern as “3rd Person” and another as simply “Isometric.”*
Te following table contains all of the keywords that I’ve used to tag
patterns in this book. I do not intend it to be an exhaustive list. Perhaps
it’s useful to readers of the book to use these keywords to increase the
interoperability of the patterns you produce. However, it’s more important
to use words that match the vocabulary you use and that of your design
colleagues.
As you adopt keywords from this list or decide on words of your own,
add them to a keywords list. Refer to that list every time you add keywords
to a pattern. Your list will grow, but make sure that you reuse keywords
consistently so that you can search your library for those words later.
* Isometric would be a good tag, but since all isometric cameras are also third person but all third-
person cameras are not isometric, you would want to add both tags.
Connecting Patterns ◾ 317
Keywords
Keywords
1. If you have listed keywords, add them to your master Keywords List.
2. If a similar word is already in the master list, choose the best word and
update all other patterns that list the older word.
3. For patterns that do not have keywords, add them, making sure to use
words from the master list and add any new words to that list as well.
Design (Adams and Dormans 2012), or a very focused language, like Alves
and Roque’s (2013) sound design language, can be valid and useful as well.
Te last axis, density, measures the number of patterns in your language and
how interconnected they are. A deeply interconnected language is always
richer and more potent than a sparse language. Te variety of pattern rela-
tionships and the use of keywords and diverse pattern creation exercises in
this book will help you make sure that you produce a dense language.
Pattern Categories
You must have patterns from across disciplines to generate a well-rounded
language that covers all of the diferent aspects of game design. On your
own, you will naturally focus on your strengths as a designer because it is
easiest for you to fnd patterns in that design space. If you are a student or
new designer, you will be even more limited in the breadth of patterns that
you have the perspective to see. Te exercises in this book try to address
this problem by helping you focus on diferent aspects of design, but I
chose them, and my areas of expertise are limited.
It's useful to look at which categories of design your patterns fall under
to help you see your blind spots as a designer. Tis next section suggests
several sets of categories that you can apply to game design.
When building your language, consider adding the relevant categories
from the following lists to the Keywords section of each pattern. When you
have fnished, look to see what areas of design are missing and which are
pervasive. Tese will likely mirror your areas of understanding. Seek other
designers who have diferent areas of focus and expertise, and work to com-
bine your language with theirs. Tat process will strengthen and add context
to both your combined language and your understanding of the larger feld.
Te frst list is my own, but I’ve also included the categories that other
pattern language projects have used. While I have found fault with many
previous eforts, the thought that they have given to the ways that a pat-
tern language should be structured is useful in understanding how the
patterns that you create ft into the larger structure of the feld.
patterns will bring together elements from several disciplines or solve the
same problem as it applies to multiple disciplines.
• Art • Mechanics/Gameplay
• Architecture (Spatial Design) • Sound
• Writing/Narrative • Business
categories. Within each, they defne 10 or more patterns. All of these cat-
egories are well suited for use as keywords. Going even deeper and looking
at the actual patterns defned in their book yields more useful keywords,
because the “patterns” described in that book are techniques in this book’s
terms, and each of them would yield any number of patterns. Tus, if your
pattern is using one of their patterns as a technique, then tagging it with
that keyword will be useful.
be useful to tag games with the Feedback keyword when they relate
to this kind of technique.
• Social interaction and teaching patterns—Tese patterns are rela-
tively specifc to educational games in that they describe techniques
used to give the player feedback showing their success in the learning
task. Tis category could be referred to as Player Feedback and used
to tag games that use patterns like providing scores or ranks for given
tasks.
• Engagement patterns—Tese patterns relate to getting players to
engage with the game and its learning material. Engagement has
historically been a struggle for educational and serious games.
However, the problem of generating player engagement is in no way
limited to these kinds of games. I think that in this case, using the
keyword Engagement or Player Motivation to tag related patterns is
useful.
1. Look at the preceding Categories Master List and add any applicable
categories to the pattern.
2. Remember to include any categories you adopt in your master Keywords
List.
1. For each pattern you contributed to, fnd all of the patterns in your col-
lection that you think are parents. If your language is large, remember to
use keywords to help you search for parents.
2. If you did not write both patterns, then consult with the other author.
3. Add each pattern you fnd to the parent patterns feld of your pattern.
4. Look at the parent pattern and confrm that your pattern fts as a child.
If it does, then go ahead and add your pattern to the child patterns feld
there. Remember to look at your Meta, Macro, Micro list if you are
unsure of the hierarchy.
5. If your pattern does not ft as a child, consider whether that pattern is
actually a parent, or whether it is perhaps an additive or subtractive pat-
tern as discussed in the next section.
326 ◾ Pattern Language for Game Design
You might think this step wouldn’t be necessary, given that you’ve been
adding the child side of connections while looking for parent patterns.
However, it’s my experience that you often see a different set of connec-
tions when you’re looking from this perspective.
1. For each pattern you contributed to, fnd all of the patterns in your col-
lection that you think are children. If your language is large, remember
to use keywords to help you search for children.
2. If you did not write both patterns, then consult with the other author.
3. Add each pattern you fnd to the child patterns feld of your pattern.
4. Look at the child pattern and confrm that your pattern fts as a parent.
If it does, then go ahead and add your pattern to the parent patterns
feld there. Remember to look at your Meta, Macro, Micro list if you’re
unsure of the hierarchy.
5. If your pattern does not ft as a parent, consider whether that pattern
is actually a child or whether it is perhaps an additive or subtractive
pattern.
can add any of the following relationships to your patterns. Te more of these
you identify, the more robust and useful your Pattern Language will be.
1. Consider whether any of the other patterns in your collection, that aren’t
parents or children, make it stronger or weaker. Record those patterns as
additive or subtractive in the related patterns section of your pattern.
2. Consider whether any of the other patterns in your group solve the same prob-
lem as your pattern, but in a different and mutually exclusive way. Record
those as alternate patterns in the related patterns section of your pattern.
1. Consider whether the listed parents and children are suffcient for you to
use the pattern in design.
Connecting Patterns ◾ 329
2. If they aren’t, then use one of the preceding methods to create a new
pattern.
3. When that pattern is complete, evaluate whether it meets your needs. If
it does, add it to the appropriate related patterns section.
4. Return to step 1 and repeat this process until your pattern has the con-
nections that it needs to be used in practical design.
THERE IS NO SPOON
All patterns that we create are on some level based on our opinion and on
our theoretical understanding of game design. Don’t delude yourself into
thinking that the process of building a Pattern Language is an exact science
or that the patterns you derive are “truth.” Always question your patterns,
and be ready to discard or revise them when you see evidence that they
don’t function in the way you thought they did.
9. Link Confdence
In addition to providing a confdence rating for your patterns them-
selves, you should rate your confdence in the links you propose between
330 ◾ Pattern Language for Game Design
UNDERSTANDING
Theoretical Link (+1): A link that you think should logically exist, but which
you have not observed.
Functional Link (+1): This link may not always be present in example games,
but when it’s not, its absence negatively impacts the game in an observ-
able way.
Connecting Patterns ◾ 331
DEMONSTRATION
Demonstrated Link (+1): You have successfully used the linked patterns to
create their intended effects.
“Proven” Link (+1): The linked patterns are in common use in the manner
suggested by their link.
1. For each pattern you have contributed to, look at each related pattern
you have listed.
2. Write a short, one-sentence description of that link.
3. List up to ten example games that use your pattern and the linked
pattern.
4. List up to ten example games that use your pattern but not the linked
pattern.
5. List up to ten example games that use the linked pattern but not your
pattern.
6. Use the Link Confdence Rubric to assign the link a confdence rating.
7. Apply that rating to the link in both patterns.
CHAPTER 16
Organizing and
Maintaining a
Pattern Language
333
334 ◾ Pattern Language for Game Design
Next is the original pattern from Game Mechanics in italics, with my com-
ments on each feld in normal text.
not sure it adds a great deal of value. Tis structure diagram isn’t the
same as the illustration feld in the Pattern Template. For patterns
that you can diagram with Machinations, I would recommend add-
ing a diagram in addition to an illustration.
• Participants:
• Targets represent unresolved tasks.
• Progress represents the player’s progress toward a goal.
• A task either reduces the number of targets or produces progress.
• A feedback mechanism makes the game more difcult as the player
progresses toward the goal or reduces the number of targets.
Breaking down a pattern into the elements that compose it is use-
ful. Where those elements are unclear, defning them is worthwhile.
However, in this case, the defnitions largely make a simple concept
more complex. To be specifc, defning a participant as “targets rep-
resent unresolved tasks” rather than naming “goals” or “player goals”
as a participant seems like an instance of introducing the jargon of
“targets” from Machinations, when commonly understood words
would be more transparent. Defning “progress” as “the player’s
progress toward a goal” seems redundant, when the term “targets”
was just defned instead of using the word “goals.” Saying that tasks
reduce the number of targets afer defning targets as the number of
unresolved tasks seems circular. Te defnition of a feedback mecha-
nism as a mechanic that makes it more difcult for a player to com-
plete tasks is useful. Still, it adds confusion, as a feedback mechanism
might represent diferent mechanics in other patterns.
While defning the “participants” in a pattern seems like a valu-
able part of a pattern, in this case, the simple description of escalat-
ing difculty as “functional elements that progressively make it more
difcult for a player to achieve their goals” would have been clearer.
• Collaborations: Te task reduces targets, produces progress, or does
both. Te feedback mechanic increases the difculty of the task as the
player gets closer to achieving the goal.
Given the earlier defnition of the participants, this is an accu-
rate description of escalating difculty. I can see that the process of
clearly defning a set of participating elements and then describing
338 ◾ Pattern Language for Game Design
player.” And, that escalating difculty reduces the length of the game
if failure ends the game. Given those two observations, this section
correctly points out that the systems that have Escalating Difculty
need to have direct skill-based player interaction. For instance, tar-
gets in a shooter that move more and more quickly would be an
example of escalating difculty applied to a skill-based mechanic.
Adding a chance that a weapon would fail in that same shooter
and then increasing that chance throughout the game would be a
bad example. Because while the increasing weapon failures would
increase the difculty of the game, the player does not have any skill-
based interaction with that system.
However, the implementation section does not describe other
factors that you need to consider when implementing escalating
difficulty, such as how quickly the difficulty should increase or
whether the increase should continue past the point of player
skill. The implication is that the difficulty increase should be
static and continue throughout the game. It seems that other pos-
sibilities might yield a richer pattern. When incorporating pat-
terns from external sources like this, it’s important to look for
this kind of omission and try to improve upon the pattern as you
incorporate it.
• Examples: Space Invaders is a classic example of the escalating chal-
lenge pattern. In Space Invaders, the player needs to destroy all the
invading aliens before they can reach the bottom of the screen. Every
time the player destroys an alien, all other aliens speed up a little,
making it more difcult for the player to shoot them.
Pac-Man is another example. In Pac-Man, the task is to eat all the
dots in a level, while the chasing ghosts make it more and more dif-
fcult to get to the last remaining dots.
Tese examples are clear and show two diferent implementations
of increasing difculty. Space Invaders is the simplest, in that the
increase in difculty is linear, and the feedback loop governs player
progress. It’s the same for players of any skill level at a given point in
the game. Te example of Pac-Man is a bit more complicated, but this
section does not describe that complexity. Te element that has the
escalating difculty is the speed of the ghosts, which is analogous to
Space Invaders. However, the feedback loop is more complicated, in
that it’s driven forward by the player completing levels. But it’s also
340 ◾ Pattern Language for Game Design
Pattern
* To pursue this pattern, complete Exercise 5: Functional Patterns using levels of difculty as your
response to step 1.
342 ◾ Pattern Language for Game Design
The rate of change in the difficulty may be tied adaptively to the play-
er’s performance, increasing more rapidly for skilled players and levelling
off as player skill plateaus. This effect creates a more consistent player
experience, but may allow players to avoid increasing difficulty by not
overperforming. That effect may be desirable if a more relaxed experience
is desired or in the case where the developer is trying to create a flow state
in the player.
SUGGESTED EXERCISE
Use Exercise 2: Higher-Order Patterns to generate a pattern based
on diffculty.
Child patterns:
The Risk of Knowing You* (Confdence: 2)—When you use I’m Doing It As
Hard As I Can to create challenge and tension for the player, you are also
putting the character (if your game has one) in danger. Use this pattern to
take advantage of the emotional leverage you have created.
Just Look At What You’ve Become† (Confdence: 3)—When you use I’m
Doing It As Hard As I Can to escalate the diffculty throughout a game, you
may also add character progression to help the player deal with the chal-
lenge. Use this pattern to turn progression into transformation and add a
more profound sense of meaning to your game.
Old Me Was Afraid of Old You, But New Me Is Stronger! … And Now
I’m Afraid of New You* (Confdence: 3)—There is an arms race between
escalating challenge and character progression. Use this pattern to take
advantage of this dynamic, create pacing and rhythm in your game, and
avoid having one system cancel out the other.
One of These Days That's Going To Get You Killed† (Confdence: 2)—
Use this pattern to help you add progression systems for the character with-
out undermining I’m Doing It As Hard As I Can.
SUGGESTED EXERCISE
Use Exercise 5: Functional Patterns to generate a pattern based on
handicapping. This practice is common in competitive sports like
golf or bowling, but is relatively uncommon in competitive multi-
player games. Use this pattern to understand why, and whether there
are ways to incorporate this technique into your games using escalat-
ing diffculty.
Additive patterns:
SUGGESTED EXERCISE
Use Exercise7: Player Experience Patterns to generate a pattern
based on immersion. When picking the ten games in step 2, pick
games that have a well implemented diffculty curve as well as main-
tain player immersion.
CHALLENGE
Pick a pattern from Game Mechanics: Advanced Game Design and use it to
generate an Alexandrian pattern using the example of converting Escalating
Diffculty to I’m Doing It As Hard As I Can.
(Björk 2019). As noted in Chapter 4, the patterns from this source are not
the same as patterns in this book. Yet the value of the patterns listed in
this repository is immense, because each is a well-defned formal or func-
tional design element as described in Chapter 9. For clarity, I will refer to
the “patterns” from Patterns in Game Design as “elements” for the rest of
this chapter. You can use any item from this source as a seed for Exercise
4: Formal Patterns or Exercise 5: Functional Patterns.
When using the repository in this way, it’s useful to read the full
entry for the element there. In the complete online collection, each
entry links to all related entries and contains an in-depth analysis of
how those game design elements interact on a basic level. Tese entries
are structured similarly to the Pattern Template that you’re familiar
with from this book. I will outline the best way to make use of these
sections next.
Each entry begins with the element name, followed by a brief literal
description of the element, then a longer description of the way that games
use the element.
Next, this format provides as many as ten examples, but discussion
of each is minimal, ofen a sentence or less. Tese examples are a use-
ful place to start in selecting the ten games required by Exercises 4 or 5.
Tough you would, of course, need to describe each game and its use of
the element in more detail. You should not blindly use these games for
examples in the Pattern Template, as they may not be good examples
of the pattern that you derive from looking at the elements from this
repository.
A section titled “Using the pattern” follows the examples. Tis section
is usually much more extensive, and discusses how the element relates to
other elements to create diferent efects. Ofen this analysis considers the
interplay of dozens of diferent elements. Each of these interactions may
suggest a possible pattern or patterns. To take these abstract interactions
or elements and turn them into patterns as defned in Patterns in Game
Design, you can consider each interaction of a set of formal elements as
a functional element, and complete Exercise 5 by looking at games that
contain an example of that kind of interaction. For example, the entry for
the element “Penalties” states that failing to achieve “Committed Goals”
is a reason that penalties are applied. Committed Goals is another ele-
ment that you can click through to, to make sure you understand what it
means. So, in Exercise 5, you would look for ten games that use the func-
tional element of applying penalties for goal failure. Perhaps looking at a
346 ◾ Pattern Language for Game Design
player versus player (PvP) frst-person shooter that has a delay on player
respawn on death, or a dating sim where choosing the wrong dialogue
option causes a potential match to reject you, and so on. You would con-
tinue the exercise and look for patterns in the way that those games apply
the technique.
Next, this format presents the “Consequences” section. Tis section
may contain statements that come close to being patterns, as defned
in this book. For example, again looking at the Penalties element, it
states both that penalties can create tension and that they can promote
role-playing. To begin validating these assertions and converting them
to patterns, you must look at games that have penalties and see if some,
many, or all of them exhibit these efects. You then need to assess the
degree to which the efects exist, and see if there are patterns that gov-
ern penalties producing the efects of either tension, role-playing, or
both.
Tere is then an extensive section detailing the “Relations” of each
entry with many other entries. Just considering these relations can be use-
ful. It would be possible to devise exercises aimed at generating patterns by
looking at how those relations functioned. Tis section breaks down the
Relations into the following categories:
is not worth pursuing,” and that you should “use this lens to make sure
your obstacles are ones that your players will want to overcome.” Tese
statements seem to be good advice. Schell then poses these questions for
the reader to answer about the obstacles in their game:
• What is the relationship between the main character and the goal?
Why does the character care about it?
• What are the obstacles between the character and the goal?
• Is there an antagonist who is behind the obstacles? What is the rela-
tionship between the protagonist and the antagonist?
• Do the obstacles gradually increase in difculty?
• Some say “the bigger the obstacle, the better the story.” Are your
obstacles big enough? Can they be bigger?
• Great stories ofen involve the protagonist transforming in order to
overcome the obstacle. How does your protagonist transform?
I will work through this process to demonstrate using Lens #74 that I
discussed earlier.
350 ◾ Pattern Language for Game Design
1. What is the relationship between the main character and the goal?
Why does the character care about it?
Organizing and Maintaining ◾ 351
Step 4: For each question, consider your ten responses and look for
patterns.
1. What is the relationship between the main character and the goal?
Why does the character care about it?
358 ◾ Pattern Language for Game Design
Step 5: Look across all of your responses for all ten games for high-level
patterns.
Step 7: Consider whether your game needs to solve any of the problems
that those patterns address.
Te patterns, generated by applying this exercise to Lens #74, cover a lot of
design ground! Not all of them will be needed to solve problems found in
any one game, but at least some of them likely will. Applying those patterns
would help me as a designer understand how to use the perspective of Lens
#74 in my game. Beyond helping with that immediate problem, all of the
patterns can be added to my Pattern Language and used in future games.
I proposed 13 potential patterns by looking at this one lens. You could
document each using the pattern template, as I have done later with Just
362 ◾ Pattern Language for Game Design
Look at What You’ve Become. Working through this exercise for all 116
lenses would likely yield hundreds of patterns, perhaps as many as a
1,000! Is it necessary to perform this exercise for every lens? Probably not.
Diferent developers will fnd diferent lenses more or less intuitive. Tis
exercise provides a tool for exploring the lenses that present you with the
most difculty.
Here is the pattern generated by the last question in the lens: For change to
be “transformation,” it must be meaningful. For character advancement to
be meaningful, it must allow the character to overcome obstacles that were
once difcult or impassable. For an increase in player skill to be meaning-
ful, the player must achieve a sense of mastery.
Pattern
FIGURE 16.2 Actions that change your character can also change the game
world. Seeing that can show a player how their character has transformed.
Author: Chris Barney
Organizing and Maintaining ◾ 363
• Fable II—In the Fable games, the actions the character takes physically
transform them, making them look more angelic or more demonic. The
dichotomy is simplistic, but the effect of seeing the character change
throughout the game is dramatic. The reactions of NPCs to the character
reinforce this change.
• Infamous—Similar to the Fable games, the progression system for the
character features “good” or “bad” options, and the effects of the abili-
ties refect these designations: a good ability might heal, a bad abil-
ity might set everything on fre. By the end of the game, the character
becomes a savior or destroyer depending on the player’s choices. The
consequences of that transformation are obvious in the gameplay.
• Legacy of Kain—In this game, the character is turned into a vampire
early in the game. They gain vampiric powers throughout the game and
become a superhuman being by the end of play. After the fnal boss
fght, when the character has destroyed the “villain,” the player can
choose to “save the world” and be forgotten, or rule it from atop a literal
throne of skulls. Sequels to the game canonized the choice to become
the evil ruler in keeping with the character’s actions in the game.
Seed: Exercise 25: Creating Patterns from Lenses—Lens #74 The Lens of
the Obstacle
Related patterns:
Parent patterns:
Coercive Ludonarrative Resonance* (Confdence: 2)—Creating meaningful
character transformation using Just Look at What You've Become requires
the alignment of mechanics and meaning that this pattern provides.
I’m Doing It As Hard As I Can† (Confdence: 3)—If you want to drive
character transformation, you must create a game world that demands that
the character advance to overcome its challenges. Use this pattern to guide
your implementation of escalating diffculty.
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to generate a pattern based on
the following theory: The Law of Ludonarrative Obstruction. There
are two kinds of goals and obstacles in games: narrative and mechan-
ical. Games need to present obstacles that relate to the goals they are
blocking. To the degree that games have a narrative, goals can be
more meaningful if they are important to the narrative. Mechanical
obstacles can support narrative goals, and narrative obstacles can
support mechanical goals, but only if overcoming the obstacle is per-
ceived to move the player or character toward the goal.
Chapter 16.
Organizing and Maintaining ◾ 365
Child patterns:
One of These Days That’s Going to Get You Killed* (Confdence: 2)—Use
this pattern to introduce natural consequences to the ways that the charac-
ter changes when you apply Just Look at What You've Become.
SUGGESTED EXERCISE
Use Exercise 24: Theoretical Patterns to document any of the 12
remaining possible patterns. You could just document the patterns,
but because you are taking my theories based on the preceding exer-
cise, you’ll get more out of the process if you take the time to use
Exercise 24.
For each pattern, consider how it’s related to this one. Is it a parent
or child? Is it additive or subtractive? Or does it just share a parent?
COMBINING PATTERNS
When working on a Pattern Language in a group or integrating your lan-
guage with other developers you’ll ofen fnd that similar patterns have
emerged from diferent members of the group. At times, these patterns
will be distinct enough that it’s valuable to consider them separately. But
most of the time, you should assess the possibility of combining them
aggressively. If you can look at both patterns and capture the nuance of
both in a single pattern that’s more broadly applicable than either was
alone, then you should remove the duplicate patterns and replace them
with a combined pattern.
You can ofen capture the subtle diferences in two patterns by includ-
ing examples of games that show the way the new pattern can create the
efects of the source patterns. Generalizing one pattern to have this fex-
ibility is preferable to including the two similar rigid patterns. Remember
Alexander’s original description of a pattern as a solution to a design prob-
lem with a thousand possible expressions.
When you encounter two patterns that are functional duplicates of each
other, it’s best to combine the two patterns by selecting the aspects of each
that are most usable. You should pick the pattern name that is most evoca-
tive and memorable, include the example games that make the purpose of
the pattern most clear, choose the most clearly worded pattern descrip-
tion, and so on.
Te example patterns in this book will be good candidates for combin-
ing with the patterns you, or your students or co-workers, produce. Don’t
assume that a pattern in this book is superior or “ofcial” in some way
just because I included it here. While the patterns in this book are well-
considered, I haven’t produced a sufcient number of patterns, compared
them to enough other patterns, or even designed games with enough of
them to have a high level of confdence in them. Tey will likely become
stronger over time by being combined with other patterns.
Te following example shows two patterns that were created by students
in diferent semesters of a level design course that I taught. Both sets of
students created similar patterns independently. Te third example here is
a combined pattern that includes strong points from both student patterns.
I have many international students who are working in English as their sec-
ond or third language. I have edited the text of the patterns for clarity, so
that their insight and expertise will be as evident to readers as it is to me.
Organizing and Maintaining ◾ 367
Te combined pattern:
ELIMINATING PATTERNS
You can eliminate some patterns by combining them with other simi-
lar patterns. At other times you may discover that a pattern that you
observed does not function in the way that you intended. If you see that
a pattern, as you have described it, has unintended side efects or does
not solve the design problem as stated, you should remove it from your
language.
Note that you should not discard the pattern entirely, as the design
problem still exists, and your work in deriving the pattern is still valu-
able. You should instead return to the exercise that you used to create the
pattern in the frst place. Look for additional examples of games that solve
the design problem in ways that are diferent from those of the games you
frst listed. Consider how you need to change the pattern to account for
the additional data.
If the pattern was generating unintended side efects, then you should
look for games that implement the pattern but don’t sufer those efects.
Consider how they difer from the game where you observed the unin-
tended consequences. Update the pattern to refect these changes.
As you develop a more signifcant number of patterns, your mastery of
the process will increase, and you may fnd that the patterns you derived
early on are incomplete or less robust versions of patterns that you devel-
oped more recently. Always be ready to discard such patterns when you
become aware of their shortcomings. You may even fnd that patterns that
seemed reasonable earlier in your process are simply poorly formed or
unusable. Culling these early attempts at pattern generation from your
language is a normal part of the process of developing a robust and healthy
language.
* Pattern from the language generated by students in the course Spatial and Temporal Game Design
at Northeastern University, fall 2019.
† Pattern from the language generated by students in the course Spatial and Temporal Game Design
First, many of the problems with this pattern are my fault as an instruc-
tor. Te student wrote this pattern early in the development of the tech-
niques I describe in this book. So the issues here are not due to any lack of
skill or understanding on their part. My understanding of and ability to
explain patterns has improved. I present exercises more clearly now and
have improved the format of the Pattern Template in the years since the
student wrote this pattern.
I’ll work through the problems in order. First, the title is descriptive of
the problem, but it doesn’t suggest the solution it presents. Te statement
of the design problem is broad; a pattern about the way to make that high-
level decision would be useful, though, so it’s not necessarily a problem.
However, it is an indicator of the problems that follow.
Te pattern description isn’t the description of a pattern. It’s a listing
of observations about how diferent perspectives can afect games. Tat is
valuable information, and some of it is insightful, but that doesn’t make it
a pattern. Looking at the sections, I see several observations that are worth
investigating further as possible patterns:
For a pattern that was operating at the very high level of the stated design
problem, I would probably come up with something like: “Camera per-
spective has a huge impact on gameplay because diferent perspectives
enable diferent mechanics and design techniques for a wide variety of
reasons. To choose the most efective camera perspective for a specifc
game, the designer should consider the purpose of the game and the core
mechanics that they intend to use.” Tat description may seem so vague
as to be useless. However, providing good examples of diferent perspec-
tives and how they afect the games that use them will help the reader to
consider the efect of the camera perspective. Tis example-based under-
standing is better than a fxed list of efects that will inevitably be incom-
plete and rigid in a way that’s counter to the purpose of a pattern.
Te examples section doesn’t provide enough description. Because of
the poorly formed pattern description, any game will qualify as using the
pattern. If we adopt the revised pattern description, then each example
can be assessed by whether the perspective supports its core mechanics. In
this case, we could revise the examples to be ones more like these:
Creating New
Pattern Exercises
Ofen there are multiple steps within each of these areas. For example,
Exercise 2: High-Order Patterns asks the designer to pick a design ele-
ment, then describe the problems it solves, and then pick one of those
375
376 ◾ Pattern Language for Game Design
problems as the starting point for the pattern. Tose three steps are all
part of the frst area of the pattern exercise. To be able to construct new
pattern exercises, you will need to consider each of the aforementioned
four sections in detail.
Designing with
a Pattern Language
379
380 ◾ Pattern Language for Game Design
Last, I would look to see if any of the child patterns of the patterns that
relate to my double jump seem like they would ft in the game. Some might
already be present, others would not match the design intent; but if I see
any that look appealing, I would note them and consider using them in my
design moving forward.
If I were assessing another designer’s work, I would consider whether
they were familiar with patterns. If they were not, then I would need to
phrase my assessment without relying on the concepts of pattern theory—
basically avoid using jargon that the other developer won’t understand. I
would probably also look for opportunities to introduce them to pattern
theory, especially if they appreciated my assessment of their work. On the
other hand, if they were comfortable using patterns themselves, then I
would be able to refer them to the patterns that I used to analyze their
application of the double jump mechanic to the game. Even if they had
never seen those particular patterns, they would be able to read them and
understand the design behind my assessment.
I think that this use of Pattern Language in design is the most likely to
succeed soon. Until patterns are proven to be efective in shipped games, it
will be tough for you to convince a team of developers to base their whole
design process around a Pattern Language. And that’s setting aside the
need to have created a functionally complete language, which itself is a
process that will take us years to generate.
When you fnd that you don’t have the patterns you need to assess a
design element you’re considering, select the appropriate pattern exercise
and complete it to produce the patterns you need. Over time, your lan-
guage will grow. Your colleagues may adopt the use of patterns in their
work, and by sharing your language, you will strengthen each other’s
design abilities.
Teaching Yourself
or Students with
Pattern Languages
PROVIDING FEEDBACK
If you’re an instructor or a developer driving the use of patterns at a stu-
dio, you will fnd yourself in the position of needing to give feedback on
patterns that others are developing. Tis kind of feedback broadly falls
into three phases.
During the initial ideation phase of pattern development, when the
author(s) are working through the steps of a pattern exercise, check in
with them as ofen as possible and ask about their answers to each ques-
tion. Early on, you might ask if they are comfortable with the process, but
in general, you should participate in the discussion they have, allowing
them to explain their ideas. You should also provide feedback and sug-
gestions if the authors are struggling, but you must learn to see the pat-
tern that the students are trying to articulate, even if they are phrasing
it poorly. Only then can you guide them toward creating a well-formed
pattern. Te students will learn far more from refning their pattern until
it is clear than from receiving a poor grade for failing to get it right the
frst time.
In the fnal stages of pattern development, when the authors are trans-
lating their exercise responses into the Pattern Template, you may need to
point out the places where they are having one of the common problems in
Teaching Yourself or Students ◾ 389
* See Chapter 6.
390 ◾ Pattern Language for Game Design
Simply knowing that their peers will be looking at a pattern and trying
to understand it has a signifcant positive efect on the quality of patterns.
Being required to read and incorporate peer feedback further improves
both the patterns and the students’ understanding of the process, and the
qualities of a good and usable pattern.
Te purpose of this is to prevent a common bad habit that can form when
deriving patterns. As a developer works their way through fnding and
writing about the ten requested games, they ofen recognize one or more
patterns afer only a few games. It then becomes very hard not to select
and analyze the subsequent games without bias toward that glimpsed pat-
tern. Prematurely latching on to a pattern is a problem, because it prevents
the developer from objectively selecting a variety of games and accurately
analyzing them. Tis selection bias results in patterns that only apply to
a more limited set of games than they claim to, and also in patterns that
are not as deep or robust as they would have been in an unbiased process.
CREATING KEYWORDS
As discussed in Chapter 15, keywords are an important aspect of any pat-
tern language. Before creating a design based on the full application of
a pattern language, I give students the task of looking through all of the
patterns that they’ve created over a semester and identifying keywords
to describe them. I fnd that this produces better and more consistent
results than asking students to create keywords as they initially develop
their patterns. Waiting until students have written a signifcant number of
patterns works better, because the purpose of the keywords is to connect
the individual patterns into a network they can use as a language. At the
point where students have a signifcant number of patterns that they’ve
created or used, they are better able to identify keywords that apply to
many patterns.
I have provided a sample set of keywords. Tese may be useful to devel-
opers creating patterns. However, students should use them with caution.
Tis set of keywords isn’t defnitive; it arises from patterns in this book
and those developed by students. Tere’s value in requiring that students
392 ◾ Pattern Language for Game Design
CATEGORIZING PATTERNS
As part of the process of generating keywords for patterns, I ask students
to focus on what aspects of game design their patterns address. Tey need
to understand that the patterns they’re creating, even collectively, are
limited by their experience and interests. Looking at the provided lists of
game design categories in Chapter 15 will help students to both under-
stand the nature of the language they are constructing and see the gaps in
it. For example, they may be able to see that they have a language rich in
mechanical patterns, but that doesn’t address the narrative or learning or
sound-related aspects of design.
When the keyword generation for a set of patterns is complete, I ask
students to take the list of categories and mark each category they’ve used
as a keyword to describe at least one pattern in their language. Tis pro-
cess creates a clear visual display of the scope of their language and the
gaps in it.
whether they had observed particular details in the environment. For the
frst group, she determined this through a survey, in the second group, she
also used eye-tracking data.
As is common in master’s thesis level of work, where part of the purpose
is developing research skills, there were shortcomings in the results. Te
faults in research methodology and execution provided a valuable learn-
ing experience, as intended. Coutu noted that in future research it would
be necessary to analyze the initial design during the second phase of the
research. Tis analysis would allow researchers to see what patterns relat-
ing to the design intent the designer had instinctually incorporated. Tis
recommendation recognizes that all designers are using design techniques
according to internalized principles of design. Researchers will need to
articulate those techniques as patterns to factor them out of the assess-
ment of the patterns they’re evaluating.
She also determined that it would be valuable to code the details in the
environment that she intended to convey in the narrative before playtest-
ing, rather than compiling this list based on the data generated by the
testing.
Te general results of her research indicate that the iterative process of
incorporating patterns was efective at increasing the amount of narra-
tive content that players perceived. However, the limited number of play-
testers and limited scope of the work, as appropriate for a thesis, make
those conclusions tentative. Tat said, the research explores the process
for empirically validating the use of patterns and in that respect it is very
encouraging.
Tese types of techniques should be developed and standardized by
developers and academics interested in validating both the efectiveness
of individual patterns and the broader validity of the approach of using
patterns as the basis for game design.
Te study of the application of patterns and the development of ways
to empirically validate their efects is an exciting prospect, and suggests a
signifcant way that game scholars and game designers could beneft from
each other’s work.
At the end of the class when a Pattern Language has been created, to the
degree that it can be during one course, have the class complete the fol-
lowing exercise:
More than any exercise in this book, this will show the ways that using
patterns can shape design for better or worse. Noting how many patterns
were present even before you introduced the concept of patterns is impor-
tant. Noting how using patterns that relate to and support each other
improves design is also essential. Noting how overly focusing on applying
patterns can limit the creativity of design is critical as well. Tis exercise
can be an excellent opportunity to remind students that patterns should
be general enough to allow creativity in their application.
Afterword
397
398 ◾ Pattern Language for Game Design
design, but the entire process of creating centers (Alexander et al. 2005).
He calls these meta-patterns generative codes and describes them as a “sys-
tem of unfolding steps.” He goes on to describe these steps:
Te steps are governed by rules of unfolding that are not rigid, but
depend on context, and on what came before. Te rules work in
a way that is similar to the rules that nature follows to unfold an
organism or a natural landscape, much as genetic codes unfold
embryos. But these rules unfold … from the whole, and lead to
a unique result for each particular place. Te rules tell you how
to take specifc steps, in a certain way that allows unfolding to
proceed.
Te specifcs of the rules that he details relate to the construc-
tion of architecture, but the principles behind them are broadly
applicable.
Like patterns (identifed in A Pattern Language, 1975), the rules
cover a great range of scales. …
Te rules are ordered—sequenced—to unfold each part of the
environment being created, smoothly and coherently.
Also, in the generative code, each rule is specifcally tied to a
certain group of individuals, whose job it is to undertake that part
of the unfolding together.
Finally, in order to make the process succeed, the overall
operation of the unfolding, which goes forward step by step, is
accompanied by a general set of practical specifcations for the
conditions … in which the process is being carried out.
Applying this to game design indicates that there are “rules” around the
process of creating games that go beyond the creation of a design. Te order
in which you develop aspects of your design matters, as does the order in
which you implement your designs. Tese rules apply not just to designers,
but to everyone in the creation process, from coders to artists to project
and community managers.
In his conclusion, Alexander fnds that it helps to have someone in
charge of the entire development process. Surprisingly, he does not sug-
gest that the person should be the designer. He describes a project manager
who is responsible to the purpose of the project. In the case of games that
means a project manager whose purpose is to make sure that the game
Afterword ◾ 399
creates the intended experience for a player. Tat project manager should
not be in charge of design, but they must understand it. Tey should
not be responsible for the budget of the game or beneft from its profts,
though they should understand and manage those constraints. Of course,
Alexander recognizes the high bar that he’s setting, and he’s arguing for a
better system rather than describing a process that exists outside of proj-
ects that he has had direct control over. However, it’s interesting how well
his ideas align with those of Agile project management, as described in
Agile Sofware Development with Scrum (Ken and Beedle 2002). Having
stated that the order of development matters, Alexander goes on to cite
eight examples. Some of them seem specifc to architectural construction,
but I can apply seven of them to games.
All of the preceding guidelines and theories are useful. But how do we turn
them into a set of generative codes for applying our patterns to games? As I
said at the start of this aferword, this question leaves us at the beginning.
As designers, we must observe when our patterns succeed and fail in
games. If we see a pattern working in many games, but then watch it fail
Afterword ◾ 401
game; they don’t have only one experience. It’s not sufcient that we cre-
ate games that seem to be alive when we imagine them in a void. We must
design games as they will be played in the world, to make them centers
that make the larger centers of their players’ lives stronger. To help those
lives make the center of our world strong enough to hold.
Games Reference
• Game name: Te full game name is listed frst in every entry in bold
text.
• Developer: I always list the original developer for a game. Some
games may have had many additional developers for ports and
remastered versions.
• Publisher: I try to list the original publisher for a game. Multiple
publishers may have distributed some games over many years.
• Released: I list the earliest available commercial release date for a
game. Some games were available in “early access” or beta states
before that date or rereleased in enhanced or remastered versions
afer that date. If I am referring to a specifc edition of the game in
the text, I list the date for that version here.
• Platforms: Te purpose of this section is to tell you which platforms
you can play the game on now. In some cases, a game is available for a
large number of platforms. To make this reference concise, I abbrevi-
ate the platform PlayStation to PS. I list the most modern platform for
403
404 ◾ Pattern Language for Game Design
the game, so PS4 for a game available on the PS2, PS3, and PS4. For
games that are available across many platforms, I may generalize, for
instance, saying mobile rather than listing many current and legacy
mobile devices. I indicate the platform that the “Available through”
reference is for in bold where I am able to supply a source for the game.
• Game type: Tis refers to the medium the game was created for,
either digital or physical.
• More information: Tis is a link to the ofcial website for the game,
if available. If the game does not have an ofcial site, it is a link to a
wiki article or FAQ on the game.
• Available through: Tis lists the service that the game can be played
through if it is available digitally. For physical games, it contains the
distribution channel that you can purchase the game through.
• Description: Last, I provide a brief description of each game to help
you understand how the game fts into the patterns and exercises
that cite it.
GAME DESCRIPTIONS
Anthem
Developer: BioWare Released: 2019
Publisher: Electronic Arts Game type: Digital game
Platforms: PC, PS4, Xbox One
Apocalypse World
Developer: D. Vincent Baker, Meguey Released: 2010
Baker Game type: Pen-and-paper RPG
Publisher: Lumpley Games
Assassin’s Creed
Developer: Ubisof/Gamelof/Griptonite/ Platforms: PC, PS3, Xbox 360
Blue Byte Released: 2007
Publisher: Ubisof Game type: Digital game
Asteroids
Developer: Atari Released: 1979
Publisher: Atari Game type: Digital game
Platforms: Arcade, Atari 2600, iOS
Bastion
Developer: Supergiant Games Released: 2011
Publisher: Warner Brothers/ Interactive Game type: Digital game
Entertainment
Platforms: PC, Mac, iOS, Nintendo
Switch, PS4, PS Vita, Xbox One
Battle Chess
Developer: Interplay Productions/ Platform: PC, Mac, Atari
Silicon & Synapse Released: 1988
Publisher: Interplay Productions Game type: Digital game
Beat Saber
Developer: Beat Games Released: 2018
Publisher: Beat Games Game type: Digital VR game
Platforms: PC (HTC Vive, Oculus Rif,
Oculus Quest), PS4 VR
Bejeweled
Developer: PopCap Games Platforms: PC, Mac, Mobile (iOS), Web
Publisher: PopCap Games Game type: Digital game
Released: 2001
Te Binding of Isaac
Developer: Edmund McMillen Released: 2011
Publisher: Florian Himsl, Edmund Game type: Digital game
McMillen
Platforms: Desktop (PC)
BioShock
Developer: 2K Games Released: 2007
Publisher: 2K Games Game type: Digital game
Platforms: PC, Mac, iOS*, PS4, Xbox One
Borderlands 3
Developer: Gearbox Sofware Released: 2020
Publisher: 2k Game type: Digital Game
Platforms: PC, PS4, Xbox One
Braid
Developer: Number None Released: 2008
Publisher: Microsof Game Studios, Game type: Digital game
Number None
Platforms: PC, Mac, Linux, PS3, Xbox 360
Call of Duty
Developer: Infnity Ward, Treyarch, et al. Released: 2003
Publisher: Activision Game type: Digital game
Platforms: PC, PS3, Xbox 360
More information:https://en.wikipedia.org/wiki/Call_of_Duty:_Modern_Warfare_2
Available through: https://store.steampowered.com/app/10180/Call_of_Duty_Modern_
Warfare_2/
Tis, the sixth installment of the Call of Duty family, was the direct sequel to Call of
Duty 4: Modern Warfare and continues the same storyline. It contains some controversial
levels of play, as well as continuing the tradition of improved movement and massive
multiplayer options.
Canabalt
Developer: Adam Saltsman Platforms: PC, Web, Mobile
Publisher: Semi-Secret Sofware, RGCD, Released: 2009
Beatshapers, Kittehface Sofware Game type: Digital game
Catan Universe
Developer: Exozet Game Released: 2017
Publisher: Azmodee, United Sof Media Game type: Digital game
Platforms: PC, Mac, Android,
iOS, Nintendo Switch
Catherine
Developer: Atlus Released: 2011
Publisher: Atlus Game type: Digital game
Platforms: PS4, Switch, PS Vita / PS3,
Xbox 360, PC
Chess
Developer: N/A Game type: Board game
Released: 15th century
Clash Royale
Developer: Supercell Released: 2016
Publisher: Supercell Game type: Digital game
Platforms: iOS, Android
Clicker Heroes
Developer: Playsaurus Released: 2014
Publisher: Playsaurus Game type: Digital game
Platforms: Browser, PC, Mac, Mobile,
PS4, Xbox One
Crackdown
Developer: Realtime Worlds Released: 2007
Publisher: Xbox Game Studios Game type: Digital game
Platforms: Xbox 360
Crash Bandicoot
Developer: Naughty Dog Released: 1996
Publisher: Sony Computer Entertainment Game type: Digital game
Platforms: PS
Dark Souls
Developer: FromSofware Released: 2011
Publisher: Namco Bandai Games JP: Game type: Digital game
FromSofware
Platforms: PC, PS4, Xbox One, Nintendo
Switch
Dead Space
Developer: EA Redwood Shores Released: 2008
Publisher: Electronic Arts Game type: Digital game
Platforms: PS3, Xbox 360, PC
Dear Esther
Developer: Te Chinese Room Platforms: PC, Mac, PS4, Xbox One
Publisher: Te Chinese Room, Curve Released: 2012
Digital Game type: Digital game
Death Stranding
Developer: Kojima Productions Released: 2019
Publisher: Sony Interactive, 505 Games Game type: Digital game
Platforms: PS4, PC
Diablo
Developer: Blizzard Released: 1997
Publisher: Electronic Arts Game type: Digital game
Platforms: PC, Mac, PS
Don’t Starve
Developer: Klei Entertainment Released: 2013
Publisher: 505 Games Game type: Digital game
Platforms: Mobile, Desktop (PC), Console
Dominion
Developer: Donald X. Vaccarino Released: 2008
Publisher: Rio Grande Games Game type: Card game
Donkey Kong
Developer: Nintendo R&D1, Nintendo Released: 1981
R&D2 (NES) Game type: Arcade/ Digital game
Publisher: Nintendo
Platforms: Arcade, Console (Nintendo
Switch), PC, Mobile
418 ◾ Pattern Language for Game Design
Doom
Developer: id Sofware Platforms: Desktop (PC), Mobile,
Publisher: GT Interactive Sofware, Console
Activision, Bethesda Sofworks, Sega, Released: 1993
Atari Corporation, SNES (North America) Game type: Digital game
Williams Entertainment, Ocean Sofware,
Nintendo
Draugen
Developer: Red Tread Games Released: 2019
Publisher: Red Tread Games Game type: Digital game
Platforms: PC, PS4, Xbox One
Dreamfall
Developer: FunCom Released: 2006
Publisher: Aspyr, Empire Interactive Game type: Digital game
Platforms: PC, Xbox
D&D is a fantasy tabletop RPG. It is a dungeon exploration and dice combat storytelling
game for multiple players. Te forefather of the tabletop RPG and still the bestseller, the
D&D franchise has heavily infuenced tabletop and digital games.
Echochrome
Developer: Game Yarouze, SCE Japan Platforms: PS3, PSP
Studio Released: 2008
Publisher: Sony Computer Entertainment Game type: Digital game
Morrowind is the third game in this series by the developer, unlike the previous two
games which used procedural generation to create a huge world the open world of
Morrowind was constructed entirely by hand. Te setting was unique in its departure
from western tropes.
Elder Sign
Developer: Richard Launius, Kevin Released: 2011
Wilson Game type: Board game
Publisher: Fantasy Flight Games
422 ◾ Pattern Language for Game Design
Emily is Away
Developer: Kyle Seeley Released: 2015
Publisher: Kyle Seeley Game type: Digital game
Platforms: Desktop (PC)
Eve Online
Developer: CCP Games, Released: 2003
Publisher: Simon & Schuster, Atari (2008) Game type: Digital game
Platforms: PC, Mac
Fable II
Developer: Lionhead Studios Released: 2008
Publisher: Microsof Game Studios Game Type: Digital game
Platforms: Xbox 360
Fallout 3
Developer: Bethesda Game Studios Released: 2008
Publisher: Bethesda Sofworks Game type: Digital game
Platforms: PC, PS3, Xbox 360
Fez
Developer: Polytron Corporation Released: 2013
Publisher: Trapdoor Game type: Digital game
Platforms: Desktop (PC), PS4, PS Vita, iOS
424 ◾ Pattern Language for Game Design
More information:
Available through: https://store.steampowered.com/app/961620/Flashback/
Flashback: Remastered Edition is the same as the classic puzzle-platformer sci-f game of
the same name, with updated graphics. It intermingles elements of previous releases such
as cutscenes that were available with a macOS release and the original music score from
the frst Amiga release. Te character is challenged with levels of platforming nonscroll-
ing environments that scale in difculty.
Fortnight
Developer: Epic Games Platforms: Desktop (PC), Console, Mobile
Publisher: Epic Games, Warner Bros. Released: 2017
Interactive Entertainment Game type: Digital game
Gears of War
Developer: Epic Games, People Can Released: 2006
Fly, Te Coalition, Mediatonic, Splash Game type: Digital game
Damage
Publisher: Xbox Game Studios
Platforms: Mobile, PC, Xbox One
426 ◾ Pattern Language for Game Design
Gloomhaven
Developer: Isaac Childres Released: 2017
Publisher: Cephalofair Games Game type: Board game
God of War
Developer: SIE Santa Monica Studio Platforms: PS3, PS Vita
Publisher: Sony Computer Released: 2005
Entertainment, Capcom Game type: Digital game
God of War
Developer: SCE Santa Monica Studio Released: 2018
Publisher: Sony Computer Entertainment Game type: Digital game
Platforms: PS4
* Tis is a board game, but a digital simulation is available through the Tabletop Simulator.
Additionally there is a digital adaptation that is in early access, but that should be considered a
distinct game. Te physical game is available through retail channels.
Games Reference ◾ 427
Gone Home
Developer: Te Fullbright Company, Platforms: Desktop (PC), Console, iOS
BlitWorks (Switch) Released: 2013
Publisher: Te Fullbright Company, Game type: Digital game
Majesco Entertainment, Annapurna
Interactive
Gradius
Developer: Konami Released: 1986
Publisher: Konami Game type: Digital game
Platforms: Arcade, PC, Console (PS4)
Gravity Rush
Developer: Team Gravity Released: 2012
Publisher: Sony Computer Entertainment Game type: Digital game
Platforms: PS Vita, PS4
Gris
Developer: Nomada Studio Released: 2018
Publisher: Devolver Digital Game type: Digital game
Platforms: Mac, PC, Nintendo Switch,
PS4, Mobile
Guild Wars 2
Developer: ArenaNet Released: 2012
Publisher: NCSOFT Game type: Digital game
Platforms: PC, Mac
Guild Wars 2 is a MMORPG with nonstandard responsive narrative that integrates player
actions into an overall persistent open-world. Rather than using quests, Guild Wars 2
incorporated instanced events and environments in real-time 3D to further the ripple-
efect narration of the game. Initially only in third-person view, a frst-person option was
added later.
Half-Life
Developer: Valve Released: 1998
Publisher: Sierra Studios Game type: Digital game
Platforms: PC, Mac, PS2
Illimat
Developer: Keith Baker, Jennifer Ellis, Released: 2017
Carson Ellis, Game type: Board game
Publisher: Twogether Studios
Journey
Developer: Tatgamecompany Platforms: PS3, PS4, PC, iOS
Publisher: Sony Computer Released: 2012
Entertainment, Annapurna Game type: Digital game
Interactive
Jumpman
Developer: Epyx Released: 1983
Publisher: (Automated Simulations) Epyx Game type: Digital game
Platforms: Atari 8-bit, Commodore 64,
Apple II, ColecoVision, PC
Labyrinth
Developer: Max Kobbert Released: 1986
Publisher: Ravensburger Game type: Board game
Labyrinth is a 2–4 player competitive strategy card and board game. Players move sec-
tions of the labyrinth to thwart their opponents while progressing their own piece within
the board.
Te Last Blade
Developer: SNK Released: 1997
Publisher: SNK Game type: Digital game
Platforms: Arcade, Neo-Geo
CD, NGPC, PC
Te Last of Us
Developer: Naughty Dog Released: 2013
Publisher: Sony Computer Entertainment Game type: Digital game
Platforms: PS4
Te Legend of Zelda
Developer: Nintendo EAD Released: 1986
Publisher: Nintendo Game type: Digital game
Platforms: Famicom Disk System,
Nintendo Entertainment System
More information: https ://en .wik i pedia .org/ wik i/ The _L egend _of_ Z elda:_
Breath_of_the_Wild
Available through: www.nintendo.com/games/detail/the-legend-of-zelda-breath-of-
the-wild-switch/
Te Legend of Zelda: Breath of the Wild is a third-person action-adventure RPG. It is the
19th in the Zelda series. Te play is open-ended to encourage exploration and side quests.
Te open-world setting is created with high-defnition visuals and detailed physics. Only
single-player mode is available.
League of Legends
Developer: Riot Games Released: 2009
Publisher: Riot Games Game type: Digital game
Platforms: PC, Mac
434 ◾ Pattern Language for Game Design
Lef 4 Dead
Developer: Valve South Released: 2008
Publisher: Valve Game type: Digital game
Platforms: PC, Xbox 360, Mac
Life is Strange
Developer: Dontnod Entertainment Released: 2015
Publisher: Square Enix, Feral Interactive, Game type: Digital game
Black Wing Foundation
Platforms: Mobile, Desktop (PC), Console
Loneliness
Developer: Jordan Magnuson Released: 2010
Publisher: N/A NecessaryGames.com Game type: Digital game
Platforms: Browser with Flash
Te Long Dark
Developer: Hinterland Studio Released: 2017
Publisher: Hinterland Studio Game type: Digital game
Platforms: Desktop (PC), Xbox One, PS4
Magic: Te Gathering
Developer: Richard Garfeld Released: 1993
Publisher: Wizards of the Coast Game type: Collectible card game
Players must purchase the digital cards at the same MSRP as paper cards. Play consists
of choosing a room (leveled by difculty and deck choice) and playing with up to 8 oppo-
nents. Tournaments are ofered and cash prizes. Players may trade cards amongst them-
selves in digital form. Digital decks and booster packs are monetized. Wizards of the
Coast has allowed redemption (for a fee) from digital to paper cards (full sets only) and
has entertained the idea of redemption from paper to digital cards.
Mass Efect
Developer: BioWare Released: 2007
Publisher: Microsof Game Studios Game type: Digital game
Platforms: Xbox 360, PC, PS3
Max Payne
Developer: Remedy Entertainment Released: 2001
Publisher: Gathering of Developers Game type: Digital game
Platforms: PC, PS2, Xbox, Mac, Game
Boy Advance, iOS, Android
Metro 2033
Developer: 4A Games Released: 2010
Publisher: THQ, Deep Silver Game type: Digital game
Platforms: Desktop (PC), Console
438 ◾ Pattern Language for Game Design
Metroid
Developer: Nintendo R&D1, Intelligent Released: 1986
Systems Game type: Digital game
Publisher: Nintendo
Platforms: Console, Arcade, Nintendo 3DS
MidiMaze
Developer: Xanth Sofware F/X Released: 1987
Publisher: Hybrid Arts, Bulletproof Game type: Digital game
Sofware
Platforms: Atari ST, Game Boy, Game
Gear, SNES, PC-Engine CD-ROM
Mirror’s Edge
Developer: EA DICE Released: 2009
Publisher: Electronic Arts Game type: Digital game
Platforms: PS3, Xbox 360, PC, iOS,
Windows Phone
Games Reference ◾ 439
Monument Valley
Developer: Ustwo Games Released: 2014
Publisher: Ustwo Games Game type: Digital game
Platforms: iOS, Android, Windows
Phone
Myst
Developer: Cyan Inc. Released: 1993
Publisher: Brøderbund Game type: Digital game
Platforms: Desktop (PC), Console, Mobile
NieR: Automata
Developer: PlatinumGames Released: 2017
Publisher: Square Enix Game type: Digital game
Platforms: PS4, PC, Xbox One
440 ◾ Pattern Language for Game Design
Noita
Developer: Nolla Games Released: 2019
Publisher: Nolla Games Game type: Digital game
Platforms: PC
Papers, Please
Developer: 3909 LLC Released: 2013
Publisher: 3909 LLC Game type: Digital game
Platforms: Desktop (PC), iOS, PS Vita
Phantasy Star IV
Developer: Sega Released: 2012
Publisher: Sega Game type: Digital game
Platforms: Sega Genesis, PC
Planescape: Torment
Developer: Black Isle Studios, Beamdog, Released: 1999
IdeaSpark Labs Inc. Game Type: Digital game
Publisher: Interplay Entertainment
Platforms: PC, Linux, Mac, Android,
iOS, Nintendo Switch, PS4, Xbox One
Pokémon Go
Developer: Niantic Released: 2016
Publisher: Niantic Game type: Digital game
Platforms: iOS, Android
Poker
Game type: Card game
Poptropica
Developer: Jef Kinney Group, StoryArc Platforms: iOS
Media Released: 2007
Publisher: Pearson Education, Sandbox Game type: Digital game
Networks
Portal
Developer: Valve Released: 2007
Publisher: Valve Game type: Digital game
Platforms: PC, PS3, Xbox 360, Mac,
Linux, Android
444 ◾ Pattern Language for Game Design
Prince of Persia
Developer: Broderbund Released: 1989
Publisher: Broderbund Game type: Digital game
Platforms: Desktop (PC), Console, Mobile
More information: https ://en .wik i pedia .org/ wik i/ Princ e_of_ Persi a _(1989_
video_game)
Available through: www.microsof.com/en-us/p/prince-of-persia-pc/9nblggh35r2n
Prince of Persia is a side-scrolling action game emphasizing jumping. Te use of rotoscop-
ing to capture realistic movement made this game an important milestone.
More information: https ://en .wiki pedia .org/ wiki/ Princ e_of_ Persi a _(2008_
video_game)
Available through: https://store.steampowered.com/app/19980/Prince_of_Persia/
Prince of Persia (the reboot 2008) is an action-adventure platformer with hack-and-slash
combat. Te game features an open-world to encourage exploration of the nonlinear plot.
Play is third-person. Te combat and open-world elements difer strongly from the origi-
nal Prince of Persia (1989) and also vary from the many sequels that followed that original.
Prototype
Developer: Radical Entertainment Released: 2009
Publisher: Activision Game type: Digital game
Platforms: PC, PS4, Xbox One
Games Reference ◾ 445
Q*bert
Developer: Gottlieb Intellivision, NES, Odyssey,
Publisher: Gottlieb Mobile, SG-1000, Standalone
tabletop, TI-99/4A, PS3-4, ZX
Platforms: Arcade, Atari
Spectrum
2600, Atari 5200, Atari 8-bit,
ColecoVision, Commodore 64, Released: October, 1982
Game Boy Color, MSX, VIC-20, Game type: Digital game
Quake
Developer: id Sofware Released: 1996
Publisher: GT Interactive Game type: Digital game
Platforms: Desktop (PC), Console
Rock Band
Developer: Harmonix, Pi Studios Released: 2007
Publisher: MTV Games Game type: Digital game
Platforms: Xbox 360, PS3, Wii
Rock Band is a rhythm game where 1–4 players use peripherals to mimic the musical
“notes” on their interface. Tere are four diferent peripherals: vocal, lead guitar, bass gui-
tar, and drums. Players can choose a character who will be locked into one type of musical
instrument. Single-player and multiplayer is available. Multiplayer is cooperative.
Roulette
Game type: Casino table game
Spacewar!
Developer: Steve Russell Released: 1962
Platforms: PDP-1, PC (emulator) Game type: Digital game
Scrabble
Developer: Alfred Mosher Butts Released: 1948
Publisher: Mattel, Hasbro Game type: Board game
Te Secret World
Developer: Funcom Released: 2012
Publisher: Electronic Arts Game type: Digital game
Platforms: PC
Settlers of Catan
Developer: Klaus Teuber Released: 1995
Publisher: Kosmos, Catan Studio, and Game type: Board game
many others
Silent Hill
Developer: Konami Computer Platforms: PS, PSP, PS3
Entertainment Tokyo (Team Silent) Released: 1999
Publisher: Konami Game type: Digital game
Silent Hill 2
Developer: Konami Computer Platforms: PS3, Xbox, PC
Entertainment Tokyo (Team Silent) Released: 2001
Publisher: Konami Game type: Digital game
that is also part of the plot. Te second part is the character’s quest. Unlike the frst game
of Silent Hill, there is no option for combat. Stealth, puzzles, strategy, and navigation are
prominent. Tere are four alternative endings. It is single-player.
Te Sinking City
Developer: Frogwares Released: 2019
Publisher: Bigben Interactive Game type: Digital game
Platforms: PC, Console
Snatcher
Developer: Konami Released: 1988
Publisher: Konami Game type: Digital game
Platforms: PC, Sega CD, PS, Sega Saturn
Soulcalibur
Developer: Project Soul Released: 1998
Publisher: Bandai Namco Entertainment Game type: Digital game
Platforms: Arcade, Dreamcast, iOS,
Xbox 360, Android
Space Invaders
Developer: Taito Released: 1978
Publisher: Taito, Atari, Inc. and others Game type: Digital game
Platforms: Arcade, Atari,
Desktop, Android
’Splosion Man
Developer: Twisted Pixel Games Released: 2009
Publisher: Microsof Games Studios Game type: Digital game
Platforms: Xbox 360
StarCraf
Developer: Blizzard Entertainment Released: 1998
Publisher: Blizzard Entertainment Game type: Digital game
Platforms: PC, Mac, Nintendo 64
Stardew Valley
Developer: Eric Barone, Sickhead Games Released: 2016
Publisher: Concerned Ape, Chucklefsh Game type: Digital game
Platforms: PC, Mac, Linux, PS4, Xbox
One, Nintendo Switch, PS Vita, IoS,
Android
Starsiege: Tribes
Developer: Dynamix Released: 1998
Publisher: Sierra On-Line Game type: Digital game
Platforms: PC
More information:
Tis tabletop RPG is set in the Star Wars universe and id unique in that it introduced
mechanics around the light and dark sides of the force. Tis game was produced between
2000 and 2010. Previous and subsequent Star Wars tabletop RPG’s use entirely diferent
systems and were developed independently.
454 ◾ Pattern Language for Game Design
Street Fighter
Developer: Capcom Released: 1987
Publisher: Capcom Game type: Digital game
Platforms: Arcade, Desktop,
Console (Xbox One)
Summer Games
Developer: Epyx Released: 1984
Publisher: U.S. Gold Game type: Digital game
Platforms: Legacy Console,
Legacy Desktop, PC
Tag
Game type: Physical/athletic
Tetris
Developer: AcademySof Released: 1984
Publisher: AcademySof Game type: Digital game
Platforms: Desktop (PC), Console, Mobile
Tetris Efect
Developer: Monstars Resonair Released: 2018
Publisher: Enhance Games Game type: Digital game
Platforms: PS4, PC
Games Reference ◾ 457
Ticket to Ride
Developer: Alan R. Moon Released: 2004
Publisher: Days of Wonder Game type: Board game
458 ◾ Pattern Language for Game Design
Tomb Raider
Developer: Core Design Released: 1996
Publisher: Eidos Interactive Game type: Digital game
Platforms: Legacy Console,
Desktop (PC), Mobile
Train
Developer: Brenda Romero Game type: Board game
Released: 2009
Trespasser
Developer: DreamWorks Interactive Released: 1998
Publisher: Electronic Arts Game type: Digital game
Platforms: PC
460 ◾ Pattern Language for Game Design
Trials HD
Developer: RedLynx Released: 2009
Publisher: Microsof Game Studios Game type: Digital game
Platforms: Xbox 360
Virginia
Developer: Variable State Released: September 22, 2016
Publisher: 505 Games Game type: Digital game
Platforms: PC, Mac, PS4, Xbox One
Games Reference ◾ 461
VVVVVV
Developer: Terry Cavanagh Released: September 7, 2010
Publisher: Nicalis Game type: Digital game
Platforms: PC, Nintendo Switch, Mac,
Linux, Nintendo 3DS, PS Vita, PS4, iOS,
Android, Ouya, Commodore 64, Pandora
Te Walking Dead
Developer: Telltale Games, Skybound Released: 2012
Games Game type: Digital game
Publisher: Telltale Games
Platforms: Desktop (PC), Console, Mobile
Warcraf: Orcs & Humans is a real-time strategy game in a top-down view. Tis is the
frst game in the Warcraf universe and departed from the usual RTS games by includ-
ing new types of quests and missions that varied play from the norm. Single-player and
multiplayer modes are available.
Werewolf (Mafa)
Developer: Dimitry Davidof Game type: Board game
Released: 1986
Tis game designed by Dimitry Davidof created the social deduction genre and has gone
on to be adapted into various forms. It has been released commercially with diferent
themes, the most successful versions are Werewolf, Ultimate Werewolf, and WitchHunt.
Te game provides very little information to players and creates a situation of distrust to
drive social gameplay.
White Death
Developer: Nina Runa Essendrop Game type: Live-action role-playing game
Released: 2012
Te Witness
Developer: Tekla, Inc. Released: 2016
Publisher: Tekla, Inc. Game type: Digital game
Platforms: PC, Mac, PS4, Xbox One, iOS
Words With Friends is a tile-placing crossword-like word game. Players have a selection of
tiles with letters on each tile. Each tile has a value. In turn-based play, players create words
with their tiles and place them on a board. Te winner is the player with the highest score
when all the tiles are used. Multiplayer.
World of Warcraf
Developer: Blizzard Entertainment Released: 2004
Publisher: Blizzard Entertainment Game type: Digital game
Platforms: PC, Mac
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_
Page.
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.
465
466 ◾ References
Journey, 59, 65, 105, 106, 111, 125–126, Magic: Te Gathering Arena, 197
128, 351–356, 358, 367, 369 Magic: Te Gathering Online, 436
Jumping, 62, 63, 72, 80–83, 86 Mario Kart, 342
Jumpman, 80 Mass Efect, 105, 108, 263, 266
Just Look at What You’ve Become pattern, Mass Efect 1, 2, and 3, 260
343, 361–364 Massively multiplayer online game
(MMO), 66, 99
Keywords, 61 Max Payne, 200–201, 205
adding, 316–318 McGee, Kevin, 45–46
creating, 391–392 Meta-level patterns, 323
Kind Fortress, 47–48 METATOPIA conference, 10
Kingdom Death: Monster, 118, 120, 123, Metro 2033, 105, 107–108, 111, 139–140
168, 171–172, 210, 351–356 Metroid, 420
Know Your Past, Know Your Future, Micro, Macro, and Meta Circulation
Know Yourself pattern, 195–198 Patterns, 147–157
Kreimeier, Bernd, 41 Micro-level patterns, 323
MidiMaze, 105
Labyrinth, 177, 189, 190, 197 Minecraf, 175, 245
Language Organizing, 32 Mirror’s Edge, 80, 105, 107–108, 111,
LARPs, see Live-action role-playing games 139–140, 272, 275
Last Blade, 99 Missing patterns, fnding, 250–257
Te Last of Us, 139, 144, 271 MMO, see Massively multiplayer
League of Legends, 291 online game
Lef 4 Dead, 342 Modern architecture, 22, 23
Legacy of Kain, 363 Modern buildings, 21, 22
Legacy of Kain: Soul Reaver, 201 Monetization, 8
Legend of Zelda, 104, 105, 111, 291 Monster Hunter World, 151–153
Legend of Zelda: A Link to the Past, 372 Monument Valley, 125, 127, 236, 288, 307
Te Legend of Zelda: Breath of the Wild, Moon Hunters, 166
165, 272, 275 More or Less Running Away pattern,
Legend of Zelda: Ocarina of Time, 150, 274–276
152, 153 Movement and attack, 83
Leitner, Helmut, 24 MTG: Arena, 187–188
Lenses, example pattern from, 349–361 Multiplayer shooter, 70
Life is Strange, 43, 118, 121, 126, 131–133, Myst, 281, 283, 351–353, 355, 356, 359
135, 160, 162–163, 235, 253, Mystery-Driven Exploration pattern,
266–267 58–61
Limited Pattern (+1), 57
Live-action role-playing games (LARPs), Naming convention for patterns, 44
10, 47, 322 Narrative-driven games, 43
Local symmetries, 228–229 Narrative roughness, 233
Loneliness, 297, 301, 351–354, 356, 358 Te Nature of Order (Christopher
Te Long Dark, 140 Alexander), 23
Lower-order patterns, 96–102 Negative patterns, 73, 257–264
NES game, see Nintendo Entertainment
Macro-level patterns, 148, 323 System game
Magic: Te Gathering, 117, 120, New pattern exercises, creating, 375
187–188, 198 analyzing the examples, 377
Index ◾ 473
Star Wars Roleplaying Game, 252, 253 Tere Had Better Be a Very Good
Static Generator, 39 Explanation for Tis pattern,
Stereotypes, 16 212–214
Street Fighter, 81, 104, 106, 111, 117, 119 Tey Are Billions, 140
Strong centers, 223–224 Tird-person games, 373
Subtractive patterns, 327 Tis Game Isn’t about You … But It Is for
A Suddenly Empty Nest pattern, 368–369 You pattern, 300–302
Summer Games, 272 Tis War of Mine, 297
Summoners War, 93 Te Tree Bears Teory of Level Size
Superhuman jumping abilities, 82–83 pattern, 94–96
Super Mario Bros., 80, 82, 85–86, 91, 114, Te Tree Pillars of Meaning in Emergent
116, 119, 123, 237, 252, 253, 271, Narrative pattern, 170–173
280, 282, 372 Ticket to Ride, 188
Super Mario World, 81 Tomb Raider, 81, 135, 148, 288, 292
Super Meat Boy, 81 Torment: Tides of Numenera, 117, 119, 123,
Susurrus: Season of Tides, 166–167 140–141, 253
Symmetry, defned, 228–229 Total War: Warhammer 2, 372
Totten, Christopher, 12
Tag, 272 Traditional architecture, 23
Target audience of a game, 28 Train, 5
Teaching the Pattern Language, 385 Trespasser, 104–106
assessing a pattern language, 392–394 Trials HD, 81
assessing patterns from others, Tribes, 81
389–390 Tropes, 16
categorizing patterns, 392 Twilight Princess, 367, 368
designing exercise using patterns,
394–396 Understanding, using patterns for, 270
developing with patterns, 387–388
dividing the examples, 390–391 Validated Pattern (+1), 57
feedback, providing, 388–389 Vikings: War of Clans, 350, 352–354, 356,
group pattern exercises, 390 359
institutional pattern language, 387 Virginia, 206, 210–211, 213, 235, 296, 301,
keywords, creating, 391–392 351–356
other people’s patterns, developing Te Void, 210
with, 390 Void property, 234–235
other’s projects, reviewing, 391 Vulnerability, 272
Team Fortress 2, circulation patterns in, VVVVVV, 81
151–153
Teenage Mutant Ninja Turtles: Te Arcade Te Walking Dead, 131, 132, 134–135, 140,
Game, 342 367–369
Template, Pattern, see Pattern template Warcraf, 351–356
Temporally Unavailable Space pattern, Warhammer, 188
112–114 Warhammer Quest 2, 198
Tetris, 92, 291, 350, 352–354, 356, 358, 359 Well-formed pattern, needs of, 46
Te Tetris Efect, 126, 128–129, 131–132 We’re Going to a Dark Place Together
Teme patterns, 136–145 pattern, 161–163
Teoretical Pattern (+0), 57 Werewolf, 202
Teoretical patterns, 303–309 Western architectural tradition, 27
476 ◾ Index