Of Videogames and Visualisations

Monday, November 07, 2005

State of the Art relevance

The Art of Computer Game Design - Chris Crawford
Game Theory: Interaction, Conflict and Safety.
Visualisation: Representation.
Patterns: Not really.

Low Level Game Design - Ben Cousins
Game Theory: Gameplay "atoms" are analogous to "moves" in Game Theory.
Visualisation: Spatial design of levels, positioning of avatars, etc.
Patterns: Composite?

Game Programming Patterns & Idioms - Chris Hecker & Zack Booth Simpson
Game Theory: Not really.
Visualisation: Model-View-Controller, and some graphics-specific patterns.
Patterns: Very much so, but perhaps too specific.

Game Design Patterns - Bernd Kreimeier et al
Game Theory: Sort of -- Scissor-Paper-Rock to avoid dominant strategy.
Visualisation: Not sure.
Patterns: Very much so, but perhaps too abstract.

The Designer’s Notebook - Ernest Adams
Game Theory: Explicitly mentions the field several times and explains concepts like dominant strategies. Often mentions "internal economy" of a game.
Visualisation: Cites the works of Edward Tufte, and has a good representation/visualisation article, "Cartographic Cartwheels".
Patterns: Sort of -- "internal economy" of the game is a kind of pattern.

Will Wright and Sid Meier
Game Theory: Not sure about Wright, but Meier's famous quote is "a game is a series of interesting choices".
Visualisation: Wright likes to wrap his "possibility space" in metaphors -- thematic visualisation? -- so that players develop a "mental map".
Patterns: Wright's "possibility space" a pattern?

I Have No Words & I Must Design - Greg Costikyan (extends Crawford)
Game Theory: Sort of -- similar to Crawford with definition of what a game is.
Visualisation: talks about things like Tokens and Colour, somewhat related.
Patterns: Not really.

A Grammar of Gameplay - Raph Koster (attempts to extend Cousins?)
Game Theory: again, like Cousins, the "atoms" or "ludemes" are "moves" in Game Theory.
Visualisation: There is a bit about visual representation of gameplay movement, but the visualisation in Koster's work is more about that of the game design rather than the graphics within the game.
Patterns: His attempted notation is a kind of pattern language.

MDA: Mechanics, Dynamics, Aesthetics - Marc LeBlanc (oft-mentioned)
Game Theory: Not really, but does talk about feedback (a la thermostat).
Visualisation: Not really.
Patterns: Each of the 3 levels, Mechanics, Dynamics and Aesthetics could be a pattern?

FADTs: Formal Abstract Design Tools - Doug Church (like patterns but not)
Game Theory: Not really, though some FADTs could qualify perhaps.
Visualisation: Not really, though some FADTs mention things like needing clear communication with the player.
Patterns: Like Game Design Patterns but not problem/solution pairs, just vocabulary.

The 400 Project - Hal Barwood & Noah Falstein (like patterns but really not)
Game Theory: Not really, though some rules could qualify perhaps (as with FADTs).
Visualisation: Not really, though some rules mention things like needing clear communication with the player (as with FADTs).
Patterns: Like Game Design Patterns but not problem/solution pairs, just laws.

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