Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3616961.3616986acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmindtrekConference Proceedingsconference-collections
research-article

Goal Playable Concepts Coupling Gameplay Design Patterns with Playable Concepts

Published: 02 November 2023 Publication History

Abstract

In this paper, we present experiences of designing and implementing a series of playable concepts based on gameplay design patterns for goals and goal structures. These playable concepts are coupled with existing gameplay design patterns to enable complementary design knowledge representations, allowing different perspectives for the same phenomenon. Twenty-six playable concepts were created and are available online at itch.io. The paper discusses the details of the design process and reflects on the value of interactive representation of design knowledge and on coupling design knowledge representations. The paper contributes to the ongoing discussions in the game research community concerning documenting and disseminating game design knowledge.

References

[1]
Nada Aouadi, Philippe Pernelle, Chokri Ben Amar, and Thibault Carron. 2016. MDA Approach for Reusability in Serious Game and E-learning Design. In Advances in Web-Based Learning – ICWL 2016 (Lecture Notes in Computer Science), Springer International Publishing, Cham, 206–212.
[2]
Christopher Barney. 2020. Pattern language for game design. CRC Press.
[3]
Barwood, Hal, and Noah Falstein. The 400 Project. Retrieved June 14, 2023 from https://www.finitearts.com/Pages/400page.html
[4]
Staffan Björk, and Jussi Holopainen. 2005. Patterns In Game Design. Charles River Media.
[5]
Rogelio E. Cardona-Rivera, José P. Zagal, and Michael S. Debus. 2020. Gfi: A formal approach to narrative design and game research. In Interactive Storytelling: 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, Bournemouth, UK, November 3–6, 2020, Proceedings 13, Springer, 133–148.
[6]
Rogelio E. Cardona-Rivera, José P. Zagal, and Michael S. Debus. 2020. Narrative goals in games: A novel nexus of story and gameplay. In Proceedings of the 15th International Conference on the Foundations of Digital Games, 1–4.
[7]
John C. Jones. 1970. Design Methods; seeds of human futures. The Pitman Press. London.
[8]
Mia Consalvo. 2017. When paratexts become texts: De-centering the game-as-text. Crit. Stud. Media Commun. 34, 2 (2017), 177–183.
[9]
Greg Costkyan. 2002. I have no words & I must design: toward a critical vocabulary for games. In Proceedings of the computer games and digital cultures conference, Finland, 9–33.
[10]
Michael S. Debus, José P. Zagal, and Rogelio E. Cardona-Rivera. 2020. A typology of imperative game goals. Unpubl. Manuscr. (2020).
[11]
Joris Dormans. 2012. Engineering emergence: applied theory for game design. (2012).
[12]
George Skaff Elias, Richard Garfield, and K. Robert Gutschera. 2012. Characteristics of games. MIT Press.
[13]
Friedemann Friese and Harald Lieske. 504. Retrieved August 31, 2023 from https://boardgamegeek.com/boardgame/175878/504/N
[14]
Tracy Fullerton. 2014. Game design workshop: a playcentric approach to creating innovative games. CRC press.
[15]
Kathrin M. Gerling, Max Birk, Regan L. Mandryk, and Andre Doucette. 2013. The effects of graphical fidelity on player experience. In Proceedings of international conference on Making Sense of Converging Media, 229–236.
[16]
Stefano Gualeni . Doors (the game). Retrieved from https://doors.gua-le-ni.com/
[17]
Xavier Ho and Martin Tomitsch. 2019. Affordances of brainstorming toolkits and their use in game jams. In Proceedings of the 14th international conference on the foundations of digital games, 1–10.
[18]
Jussi Holopainen. 2022. Challenge. Encyclopedia of Ludic Terms. https://eolt.org/ (2022).
[19]
Kristina Höök and Jonas Löwgren. 2012. Strong concepts: Intermediate-level knowledge in interaction design research. ACM Trans. Comput.-Hum. Interact. TOCHI 19, 3 (2012), 1–18.
[20]
Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, CA, 1722.
[21]
Ana Illanas Vila, Francisco J. Gallego-Durán, Rosana Satorre Cuerda, and Faraón Llorens Largo. 2008. Conceptual mini-games for learning. (2008).
[22]
Aki Järvinen. 2005. Theory as Game: Designing the Game Game. In DiGRA Conference.
[23]
Aki Järvinen. 2008. Games without frontiers: Theories and methods for game studies and design. Tampere University Press.
[24]
Jesper Juul. 2021. The Game of Video Game Objects: A Minimal Theory of when we see Pixels as Objects rather than Pictures. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, 376–381.
[25]
Andy Keenan and Matt Bouchard. 2015. Root of Play-Game Design for Digital Humanists. Syllabus 4, 1 (2015).
[26]
Hartmut Koenitz and Mirjam Palosaari Eladhari. 2021. The paradigm of game system building. Trans. Digit. Games Res. Assoc. 5, 3 (2021).
[27]
Bernd Kreimeier. 2002. The Case For Game Design Patterns. Retrieved from https://www.gamedeveloper.com/design/the-case-for-game-design-patterns
[28]
Annakaisa Kultima and Kati Alha. 2011. Using the VNA Ideation Game at Global Game Jam. In DiGRA Conference, Citeseer.
[29]
Annakaisa Kultima, Christina Lassheikki, Solip Park, and Tomi Kauppinen. 2020. Designing games as playable concepts: five design values for tiny embedded educational games. In Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere, Finland.
[30]
Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen, and Hannamari Saarenpää. 2008. Designing game idea generation games. In Proceedings of the 2008 conference on future play: Research, play, share, 137–144.
[31]
Petri Lankoski. 2012. Computer games and emotions. Philos. Comput. Games (2012), 39–55.
[32]
Bryan Lawson. 2006. How designers think. Routledge.
[33]
Andy Nealen, Adam Saltsman, and Eddy Boxerman. 2011. Towards minimalist game design. In Proceedings of the 6th international conference on foundations of digital games, 38–45.
[34]
José P. Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, and Nolan Lichti. 2005. Towards an Ontological Language for Game Analysis. (2005). Retrieved from http://www.digra.org/wp-content/uploads/digital-library/06276.09313.pdf
[35]
John Rheinfrank and Shelley Evenson. 1996. Design languages. In Bringing design to software. 63–85.
[36]
Doris C. Rusch. 2020. Existential, transformative game design. JGSS 2, (2020), 1–39.
[37]
Michael Sellers. 2017. Advanced game design: a systems approach. Addison-Wesley Professional.
[38]
Miguel Sicart. 2008. Defining game mechanics. Game Stud. 8, 2 (2008), 1–14.
[39]
Jaakko Stenros. 2017. The game definition game: A review. Games Cult. 12, 6 (2017), 499–520.
[40]
Bernard Suits. 2014. The grasshopper-: games, life and utopia. Broadview Press.
[41]
Steve Swink. 2008. Game feel: a game designer's guide to virtual sensation. CRC press.
[42]
Katie Salen Tekinbas and Eric Zimmerman. 2003. Rules of play: Game design fundamentals. MIT press.
[43]
Emma Westecott. 2020. Game sketching: Exploring approaches to research-creation for games. Virtual Creat. 10, 1 (2020), 11–26.
[44]
José P. Zagal, Michael S. Debus, and Rogelio E. Cardona-Rivera. 2019. On the ultimate goals of games: Winning, finishing, and prolonging. In Proceedings of the 13th International Philosophy of Computer Games Conference, 1–11.
[45]
Robert Zubek. 2020. Elements of game design. MIT Press.

Index Terms

  1. Goal Playable Concepts Coupling Gameplay Design Patterns with Playable Concepts

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Other conferences
      Mindtrek '23: Proceedings of the 26th International Academic Mindtrek Conference
      October 2023
      381 pages
      ISBN:9798400708749
      DOI:10.1145/3616961
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 02 November 2023

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. gameplay design patterns
      2. goal structures
      3. goals
      4. playable concepts

      Qualifiers

      • Research-article
      • Research
      • Refereed limited

      Conference

      Mindtrek '23

      Acceptance Rates

      Overall Acceptance Rate 110 of 207 submissions, 53%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 55
        Total Downloads
      • Downloads (Last 12 months)55
      • Downloads (Last 6 weeks)8
      Reflects downloads up to 14 Oct 2024

      Other Metrics

      Citations

      View Options

      Get Access

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media