400 Project, 150
abstraction
in Machinations diagrams, 81–82
action games
level progression, 131
mechanics, 8
power-ups and collectibles in, 131–133
actions
challenges associated with, 43–44
effect of, 43
unexpected, 44
Adams, Ernest
definition of games, 1
Fundamentals of Game Design, 59
hierarchy of challenges, 229
player-centric design, 169, 292
adventure games, mechanics, 8
Alexander, Christopher, 148
analogous simulation, 288–289, 291–293
Angry Birds, 31
physics, 6
strategy in, 10
AP (artificial player). See artificial players; players
arms race pattern
applicability, 330
collaborations, 331
consequences, 331
examples, 332
intent, 330
participants, 331
related patterns, 332
structure, 330
type, 330
Art of Computer Game Design, 232
artificial players. See also direct commands; Machinations diagrams; players
activate(parameter)
command, 175
adding to Machinations diagrams, 172
additive script condition, 174
color-coded, 175
deactivate()
command, 175
designing strategies, 177
diagram with, 171
endTurn()
command, 175
equality script condition, 174
linking, 178
logical and script condition, 174
logical or script condition, 174
in Monopoly, 179
multiplicative script condition, 174
nonequality script condition, 174
purpose of, 177
relational script condition, 174
script box, 172
selecting node for, 172
stopDiagram(message)
command, 174
values in conditions, 175
Ashmore and Nietsche, 35
attrition pattern
applicability, 321
collaborations, 322
consequences, 322
intent, 321
motivation, 321
participants, 322
related patterns, 325
structure, 322
type, 321
avatars, customizing attributes of, 135–136
basketball
Difference pool, 116
negative feedback, 70, 116–117
positive feedback, 70–71, 116–117
battle, mapping, 141
Beck, John, 272
“Behavioral Game Design,” 109
Bioshock
moral layer, 295
physical layer, 295
political layer, 295
as satire, 295
Björk, Staffan, 151
blackjack game, length of, 2
board games
randomness vs. emergence in, 128
reliance on emergent progression, 259
Bogost, Ian, 287
bombling keys, example of, 254
Brathwaite, Brenda, 297
breadcrumbs, defined, 72
Caesar III
advantages, 200
city economy, 199
connecting components, 206
connections between elements, 200–201
converter engine, 202
described, 199
design patterns, 202
dominant economic structure, 202–203
dynamic friction, 202
economic buildings, 201
economic relationships, 200
engine building, 202
farms, 204
as game of emergence, 206
maps, 203
markets, 205
mechanisms, 201
missions, 203
money for building, 203
multiple feedback, 202
phases of progression, 206
players, 200
progress in, 224
residences, 204
resources, 199
Caillois, Roger, 222
cartoon physics, explained, 6
“The Case for Game Design Patterns,” 150
Caylus board game, activators in, 92, 128
cellular automata
Game of Life, 53
generation, 48
study of, 48
threshold for complexity, 50
tower defense games, 50
challenge to adventure, example of, 36
challenges
adding to improve experience, 231–232
atomic, 229
focusing on, 229
relationship to actions, 43–44
chance, relying on, 126
chaos vs. order
characters, customizing attributes of, 135–136
charts, using, 63
chess game
charting patterns, 65
endgame, 65
long-term trend, 65
material number, 64
middle game, 65
opening stage, 65
choice, creating via enemies, 231
Chomsky, Noam, 293
city economy of, 318
development phases in, 47
discrete mechanics, 29
economy construction, 77
gameplay phases, 30
golden ages, 30
historical periods, 30
random maps in, 126
reverse triggers in, 111
vs. StarCraft, 40
strategies, 29
technology tree, 144
Civilization V, negative feedback in, 52
closed circuits, creating feedback with, 114–115
cognitive effort vs. speed, 232
collectibles, indicating, 131–133
color-coding
delays and queues, 113
Machinations diagrams, 112–113
combat construction
in SimWar, 189
Command & Conquer: Red Alert, 69
communication
interactivity of, 278
model of, 276
communication theory
art and entertainment, 277
channel, 276
functions, 277
mechanics sending messages, 279–280
message, 276
poetic function, 277
receiver, 276
sender, 276
signal, 276
complex systems. See also emergence; science of complexity
active and interconnected parts, 48–51
behaviors, 46
cell activity, 50
cellular automata, 48
defined, 45
emergence in, 47
intentional emergence, 56
long-range communication, 49
multiple emergence, 56
nominal emergence, 56
simple cells, 49
strong emergence, 57
weak emergence, 56
weather, 47
complexity
of game behavior, 45
of rules, 45
complexity barrier, explained, 37
complexity theory, applying to phase transitions, 267
concept stage, 13
Connect Four
gravity in, 28
vs. tic-tac-toe, 27
consistency vs. realism, 44
continuous mechanics, 9
converter element, elaborations for, 164
converter engine
applicability, 308
in Caesar III, 202
collaborations, 308
consequences, 309
implementation, 309
intent, 308
motivation, 308
participants, 308
related patterns, 311
structure, 308
type, 308
converters
explained, 62
vs. traders, 97
using with resources, 96
Copenhagen Games Collective, 5
core mechanics
explained, 4
of video games, 4
Counter-Strike, gun fights in, 24
Crash Bandicoot
Kata stage, 242
Kihon-kata stage, 241
Kumite stage, 242
data intensity, 25
deadlocks
being aware of, 73
resolution in Zelda games, 73
delays, using in Machinations diagrams, 110–111
Descent: Journeys in the Dark, 305
design, player-centric, 169
design patterns. See also pattern descriptions; pattern language
arms race, 158
attrition, 156
in Caesar III, 202
combining, 161
converter engine, 154, 202, 216
defined, 148
vs. design vocabularies, 149
dynamic engine, 153, 162, 188, 212
dynamic friction, 155, 186, 202, 255–256
escalating challenge, 157, 232
escalating complexity, 157, 232, 269
in games, 151
improving, 168
law of diminishing returns, 156
multiple feedback, 158
playing style reinforcement, 158
static engine, 153
trade, 159
worker placement, 160
design process. See game design process
design tools
support for creativity, 167
design vocabularies, 149
intention, 150
online, 150
perceivable consequence, 150
story, 150
determinability. See also feedback structures
deterministic, 124
multiplayer-dynamic, 124
player skill, 124
random flow rates, 124
strategy, 124
Tetris example, 125
deterministic behavior, symbols for, 125
deterministic harvesting game, 129–130
deterministic processes, explained, 2
Diablo-style inventory, 289
dice, rolling, 290
die symbol, appearance of, 84
Diplomacy board game, unpredictability of, 3
direct commands. See also artificial players
fireAll()
, 173
fire(node)
, 172
fireSequence()
, 173
discrete infinity, explained, 293
discrete mechanics, 9. See also mechanics
in Civilization, 29
innovating with, 11
interaction with, 10
in Zelda games, 36
dominant strategies, countering, 128–130
Donkey Kong, vs. Super Mario Bros., 9
Doom, internal economy, 59
Dormans, Joris, 79
drains
dynamic engine pattern, 153, 162
applicability, 305
collaborations, 306
consequences, 306
elaborating elements in, 162–163
examples, 307
intent, 305
lock-and-key mechanisms, 255–258
in Lunar Colony, 212
motivation, 305
participants, 306
related patterns, 307
The Settlers of Catan, 264
in SimWar, 188
structure, 306
type, 305
dynamic friction pattern
applicability, 316
in Caesar III, 202
collaborations, 316
consequences, 317
explained, 155
implementation, 317
intent, 316
lock-and-key mechanisms, 255–256
in Monopoly, 186
motivation, 316
participants, 316
related patterns, 318
structure, 316
type, 316
Eco, Umberto, 287, 294, 298–299
economic functions
converters, 62
drains, 62
sources, 61
traders, 62
graphs, 63
economy, defined, 59. See also internal economy
economy construction games
building blocks, 77
maps, 77
meta-economic structure, 77
economy-building games
effectiveness, 197
examples of, 197
goals in, 197
ecosystems
complexity of, 51
feedback loop, 51
predator vs. prey, 51
edutainment, 274
applying to Machinations diagrams, 164
for converter element, 164
design focus, 165
explained, 162
of Harvester game, 163
reversing, 164
using as design tool, 162
The Elder Scrolls series, 32, 135
Elite
producing progress in, 263
travel and trade in, 310
Elrod, Corvus, 18
emergence. See also complex systems
Caesar III game of, 206
categorizing in complex systems, 56–57
complexity barrier, 37
data and process intensity, 25
design considerations, 47
establishing goals for, 222
experiencing, 46
harnessing, 57
integration with progression, 39–41
mechanics of, 38
preference for, 24
probability space, 38
progress in, 224
vs. progression, 24–25, 30–31, 37–38
replay value, 45
vs. scripting, 268
terminology, 26
water-tap experiment, 46
emergent phases, progression through, 269
emergent progression. See also progress
pacing in, 266
reliance of board games on, 259
variation in, 266
emergent storytelling, 262
emergent vs. periodic systems, 45–47
end conditions
elements, 223
triggering, 112
enemies, adding to create choice, 231
energy-harvesting game, 128–130, 163
engine-building pattern
applicability, 311
in Caesar III, 202
collaborations, 312
consequences, 312
examples, 313
intent, 311
in Lunar Colony, 212
motivation, 311
participants, 312
related patterns, 313
The Settlers of Catan, 264
structure of, 312
type, 311
entities
compound, 61
in Monopoly, 61
simple, 61
equilibrium
changing, 66
defined, 66
dynamic vs. nondynamic, 70
of negative feedback mechanism, 70
shape of, 66
escalating challenge pattern
applicability, 325
collaborations, 326
consequences, 326
implementation, 326
intent, 325
motivation, 325
participants, 326
related patterns, 326
structure, 325
type, 325
escalating complexity pattern, 232
applicability, 327
collaborations, 327
consequences, 328
in gameplay phases, 269
implementation, 328
intent, 327
motivation, 327
participants, 327
related patterns, 330
structure, 327
type, 327
ethics and games, 282
Experts Exchange online database, 275
exponential curves, creating, 66–67
feature freeze, 13
feedback
basing on relative scores, 70–71
constructive vs. destructive, 322
feedback characteristics
effect, 122
feedback loops
affecting outputs, 115
cards and armies, 119
closed circuits, 114
closing, 115
determining effects of, 123
ideal number of, 118
major vs. minor, 118
Monopoly, 147
negative, 52
positive, 53
in Risk, 118
Risk, 147
role in complex systems, 51–53
strength, 123
feedback structures, 113. See also determinability
affecting outputs, 115
level of detail, 121
profiles, 121
fighting mechanism, example of, 141
fireAll()
direct command, explained, 173
fire(node)
direct command, explained, 172
fireRandom()
direct command, explained, 173, 178
fireSequence()
direct command, explained, 173
flower-collecting game, 231–236
Foldit crowdsourced search, 275
Forest Temple
graph of mission, 34
map of, 34
“Formal Abstract Design Tools,” 149
formal methods, criticisms of, 166–167
fortunes of players, charting, 63–64
ammunition, 137
enemies, 137
Engage drains, 137
Kill drains, 137
player health, 137
positive feedback loops, 137–138
fractions game, Refraction, 274
Frasca, Gonzalo, 296
fun, relationship to learning, 271
Fundamentals of Game Design, 59, 169
“The Future of Game Design,” 44
Gabler, Kyle, 15
Gamasutra
“The Case for Game Design Patterns,” 151
“Formal Abstract Design Tools,” 149
forum, 150
“Game Design as Narrative Architecture,” 32
game design methodology, arguments against, 166–167
Game Design Patterns, 150
concept stage, 13
documentation, 14
game design tools, arguments against, 166–167
game economy, considering, 20
game engines, open-source, 16–17
game genres, 8
Game Innovation Database, 150
game mechanics. See mechanics
Game of Goose racing game, 133
Game of Life, 53
cell states, 53
glider, 54
grid structure, 53
iterations, 54
multiple emergence, 56
scales of organization, 56
starting, 53
Game Ontology Project, 150
game spaces
defined, 230
representing linearly, 235
reusing, 230
separating from missions, 230
game states
changes in, 241
clarity of, 241
and gameplay, 27
possibilities of, 27
probability space, 27
trajectory, 27
GameMaker development environment, 17
gameplay. See also play state
customizing via economy, 75–76
defined, 43
goal-oriented vs. free-form, 222
levels of, 226
martial arts principles, 241–244
paidia vs. ludus, 222
gameplay phases
escalating complexity, 269
initiating shifts between, 268
multiple feedback, 269
slow cycle, 268
static engines, 268
static friction, 268
stopping mechanism, 268
games. See also reference games; serious games
balancing, 193
of chance, 2
defined, 1
of emergence, 222
ethics, 282
hidden information in, 241
hybrid example, 5
mechanics of, 39
unique quality of, 278
games of emergence. See emergence
games of progression. See progression
gamification, 275
gaming vs. playing, 222
Gamma, Erich, 149
“Gang of Four,” 149
gates
activation modes, 93
automatic, 93
distribution modes, 94
interactive, 93
output state connections, 95
vs. pools, 93
types of, 93
Global Game Jam, 15
goals of games, considering, 68
Grand Theft Auto
emergence and progression, 39
progress in, 223
reuse of game space in, 230
Grand Theft Auto III
debate about, 282
intertextual irony, 298
graphs, using, 63
Half-Life series
action adventures, 25
Harvester game, elaborations of, 128–130, 163
health, representing in games, 290
heater feedback mechanism, 114–115
Helm, Richard, 149
hero’s journey story pattern, 36
Historical Miniatures Gaming Society, 274
Holopainen, Jussi, 151
Hopson, John, 109
horizontal slice, creating for prototype, 16
hybrid game example, 5
if
statements
actions
value, 175
actionsOfCommand
value, 175
actionsPerStep
value, 175
pregen0...pregen9
value, 175
random
value, 175
steps
value, 175
using with artificial players, 173–174
improvisation, forcing, 126–127
intensity, data and process, 25
intentional emergence, explained, 56
interactive nodes, drawing, 171
interactive stories, creating, 32
interface and control scheme, considering, 20
internal economy. See also economy
converters, 62
drains, 62
entities, 61
explained, 6
game genres, 6
influencing progression, 72–73
sources, 61
traders, 62
intertextual irony, explained, 298–299
intervals
dynamic, 109
vs. multipliers, 110
random flow rates, 109
using in Machinations diagrams, 108–109
inventory as analogous simulation, 288–289
Jakobson, Roman, 277
Jenkins, Henry, 32
Johann Sebastian Joust game, 5
Johnson, Ralph, 149
Kata martial arts principle, 241–244
The Kids are Alright, 272
Kihon martial arts principle, 241–244
Kihon-kata martial arts principle, 241–244
Kings Quest, progress in, 223–224
Klondike, length of, 2
Kumite martial arts principle, 241–244
The Landlord’s Game, 272
LARP (live-action role-play) session, 19
law of diminishing returns, 156, 319
learning
martial arts principles, 241–244
relationship to fun, 271
LeBlanc, Marc, 70
The Legend of Zelda. See Zelda games
Leisure Suit Larry, progress in, 223–224
levels of gameplay
considering, 226
layout perspective, 229
mission of, 230
linear game space, representing, 235
live-action role-play (LARP) session, 19
lock-and-key mechanisms, 132
cataloging mechanics, 255
examples, 247
explained, 247
missions and game spaces, 248–251
player skill, 253
vs. progress as resource, 260
The Longest Journey, 25
Lost Earth HD tower defense game, 50–51
ludologists vs. narratologists, 31
ludus vs. paidia, 222
Lunar Colony
actions gained, 219
Actions register, 211
balancing, 218
converter engine, 216
design patterns, 212
disadvantages, 216
dynamic engine, 212
end conditions, 212
engine building, 212
game material, 207
ice and ore lodes, 208
ice mines, 209
improving, 213
ore mines, 209
raiding in, 218
random events, 217
removing dynamic engine, 216
Resources pool, 211
role of energy, 216
scripting scenarios, 217
stations as impediments, 217
technology, 210
winning, 210
Machinations diagrams. See also artificial players; mechanics; node types
action points, 88
activation modes, 85
activators, 92
adding artificial players to, 172
analogous simulation, 292
applying elaboration to, 164
artificial player, 171
balancing, 195
colors in, 89
connections into nodes, 84
digital, 81
escalation categories, 157–158
firing nodes automatically, 85
gates in, 93
generating random numbers, 84
goals in, 223
hourglass example, 87
input to node, 84
interactive nodes in, 171
lock-and-key mechanisms, 252–255
making calculations in, 107
multiple feedback, 159
negative node resources, 90
origin of connection, 84
output of node, 84
playing style reinforcement, 158
random flow rates, 84
resolving pulling conflicts, 88
resource connections, 82–84, 87
resources, 83
Risk, 120
state connections, 82
synchronous time mode, 87
trade pattern, 159
turn-based mode, 88
worker placement, 160
Machinations framework
explained, 57
feedback structures, 80
language syntax, 80
overview, 80
theoretical vision, 80
Machinations Tool
bombling keys, 254
features of, 81
fighting mechanism, 141
iterations, 81
nondeterministic symbols, 125
resource connections, 84
time steps, 81
using with internal economy, 83
Magic: The Gathering, 18, 126, 323
Magie, Elizabeth, 272
make the toy first, 15
Man, Play, and Games, 222
management simulation games, mechanics, 8
maps, using in economy construction, 77
Mario Galaxy, internal economy, 59
MarioKart, negative feedback mechanics in, 71
martial arts principles
material number, producing, 64
mathematical strategists, 169
maze like structures, representing, 235
meaning
appearance vs. mechanics, 296–298
mechanics. See also discrete mechanics; Machinations diagrams
core, 4
designing, 14
of games and stories, 39
internal economy, 6
limiting number of, 233
mapping to game spaces, 235–237
versus mechanisms, 4
progression mechanisms, 6
prototype development, 6
randomizing in Monopoly, 182
relating to economic shapes, 65–71
social interaction, 7
sources, 61
structures, 30
tactical maneuvering, 7
traders, 62
mechanisms, maximum number of, 292. See also progression mechanisms
mechanistic perspective, explained, 11
missions
improving, 231
in open game spaces, 234
separating from game spaces, 230
Monopoly
artificial players, 179
Available pool, 179
buying houses, 184
deterministic version, 180–181
entities in, 61
feedback loops, 147
feedback structures, 113
model of, 179
property tax mechanism, 186
randomized rent mechanism, 182
randomizing mechanics, 182–183
removing randomness, 180
rent and income balance, 183–185
vs. Risk, 118
as serious game, 272
simulated play-test analysis, 180–181
static friction, 315
trend in game play, 180
two-player version, 179
multiple emergence, explained, 56
multiple feedback pattern, 202, 336
multipliers
dynamic, 110
vs. intervals, 110
using in Machinations diagrams, 109–110
narrative architecture, explained, 32
narratologists vs. ludologists, 31
negative feedback
creating equilibrium with, 65–66
effect of, 66
equilibrium, 70
explained, 52
rubberbanding, 71
Nimitz, Chester, 274
node types. See also Machinations diagrams
converters, 96
sources, 95
traders, 97
nodes
gate types, 302
pull and push modes, 85–86, 302
nominal emergence, explained, 56
order vs. chaos
orthogonal unit differentiation, 142
Pac-Man
ghosts in, 55
paidia vs. ludus, 222
advantages, 18
disadvantages, 19
LARP session, 19
pattern descriptions. See also design patterns
Applicability, 152
Collaborations, 152
Consequences, 152
Examples, 152
Implementation, 152
Intent, 152
Motivation, 152
Name, 152
Participants, 152
Related Patterns, 152
Structure, 152
A Pattern Language, 148
pattern language. See also design patterns
defined, 148
extending, 165
organization of, 149
patterns, elaboration and nesting, 161–164
paused state, explained, 2
PeaceMaker
design challenges, 281
mechanics sending messages, 279–280
percentages
creating random values with, 84
representing probabilities as, 94
periodic vs. emergent systems, 45–47
perspectives, shifting, 224
phase transitions, complexity theory applied to, 267
physical mechanics, mixing with strategy, 10–11
physical prototyping, 19
physics
cartoon, 6
complementing via economy, 71–72
explained, 6
game genres, 6
mechanics of, 9
play spaces, learning from, 222
play state, explained, 2. See also gameplay
player skill, in lock-and-key mechanisms, 253
player-centric design, 169
players, measuring progress of, 225–226. See also artificial player
playground, significance of, 222
playing style reinforcement pattern. See also RPG elements
applicability, 333
collaborations, 334
consequences, 334
implementation, 335
intent, 333
motivation, 333
participants, 334
related patterns, 336
structure, 333
type, 333
playing vs. gaming, 222
poetic function, explained, 277
Poole, Steven, 44
pools
vs. gates, 93
positive feedback
amplifying differences, 68
deadlocks, 67
on destructive mechanisms, 68
explained, 53
mutual dependencies, 67
Power Grid board game, 169, 259–260
production mechanism, 311
stopping mechanism, 321
limited duration, 132
probability space
explained, 26
explosion of, 37
shape of, 38
process intensity, 25
processes
stochastic, 2
progress. See also emergent progression
as aspect of game state, 259
as character growth, 225
as distance to target, 224–225
vs. dynamic locks and keys, 260
interaction with difficulty, 232
measuring, 260
as resource, 260
through completing tasks, 223–224
complexity barrier, 37
data and process intensity, 25
designing, 36
vs. emergence, 24–25, 30–31, 37–38
goals in, 223
influencing via economy, 72–73
integration with emergence, 39–41
mechanics of, 31
ordered systems, 47
through emergent phases, 269
tutorials, 31
progression mechanisms. See also mechanisms
explained, 6
game genres, 6
prototypes
high-fidelity, 15
horizontal slice, 16
low-fidelity, 16
vertical slice, 16
prototyping process, speeding, 16–17
prototyping techniques
game economy, 20
interface and control scheme, 20
physical, 19
reference games, 21
tech demos, 20
tutorials, 21
Puerto Rico board game, 128
pull and push modes for nodes, 302
puzzle games, mechanics, 8
“The Quest in a Generated World,” 35
queues, using in Machinations diagrams, 110–111
Quick Run option, using with Machinations Tool, 176–177
Quick Time Events, 292
race of accumulation, 69
racing games, rubber banding, 133–134
railroading, defined, 32
Rand, Ayn, 295
random flow rates
notations for, 84
using with intervals, 109
random intervals, 109
random number generators, use of, 84
random values, creating, 84
randomness
countering dominant strategies, 128–130
forcing improvisation, 126–127
frequency, 126
impact, 126
realism vs. consistency, 44
reference games, picking, 21. See also games
Refraction fractions game, 274
registers
using in Machinations diagrams, 107–108
resource connections, label types, 301
resources
converters, 62
defined, 60
happiness, 61
intangible, 60
production rate, 61
redistribution of, 91
reputation, 61
tangible, 60
using converters with, 96
reverse triggers, using in Machinations diagrams, 111–112
reward system, creating, Super Mario Bros., 72
Risk, 24
activating feedback loops, 119–120
armies resource, 118
capturing continents, 120
core feedback loop, 118
feedback loop, 147
feedback profiles, 121
gaining territories in, 119–120
internal economy, 59
level of detail, 121
loss of territories, 120
Machinations diagrams, 120
vs. Monopoly, 118
positive feedback loops, 121
territories resource, 118
rocket jumping, 44
rock-paper-scissors, unpredictability of, 3
role-playing games, mechanics, 8
roshambo/rochambeau of, 3
RPG elements. See also playing style reinforcement
experience points, 135
levels, 135
negative feedback, 136
positive feedback, 135
progress as character growth, 225
orthogonal unit differentiation, 142
RTS games
charting phases in, 267
turtling vs. rushing in, 188
rubber banding, using in racing games, 133–134
rubberbanding, explained, 71
rules
for Connect Four, 27
function of, 1
impact on predictability, 3
for tic-tac-toe, 27
rushing strategy, example in SimWar, 192
rushing vs. turtling, 188
Ryan, Andrew, 295
de Saint-Exupéry, Antoine, 292
Sanders Peirce, Charles, 283
de Saussure, Ferdinand, 283
science, simulations in, 284–285
science of complexity, 43. See also complex systems
scripting vs. emergence, 268
SCV (Space Construction Vehicle), 67–69
semiotics
defined, 282
development of, 284
games and simulations, 284–288
signifier and signified, 283
terminology, 283
as “the theory of the lie,” 287
serious games. See also games
Monopoly, 272
simulation in, 288
war games, 272
The Settlers of Catan, 259–260, 263–264
dynamic engine, 264
engine building pattern, 264
objective of, 263
The Seven Cities of Gold, 269
Shakespeare, appeal of, 294–295
Shannon, C. E., 27
shapes. See economic shapes
signifier and signified, defined, 283
SimCity, 23
disaster scenarios, 77
economy construction, 76
mechanics sending messages, 279–280
meta-economic structure, 77
random maps in, 126
walkthrough for map, 25
The Sims
materialistic approach of, 265
measuring progress in, 265
simulations
errors in, 287
in serious games, 288
SimWar
attacking and defending, 189
building units, 189
color-coded resources, 189
combat, 189
costs of factories and units, 193–194
defensive units, 189
described, 187
dynamic engine, 188
factories and resources, 188–189
offensive units, 189
playing, 191
random turtle player, 191
Resources pool, 188
rushing strategy, 192
spending resources, 189
strength of players, 190
two-player version, 190
skill atoms
skill of player, considering, 125
skill trees, characteristics of, 238–239
skills, learning vs. mastering, 240
slow cycle pattern, 336
Smith, Harvey
“The Future of Fame Design,” 44
orthogonal unit differentiation, 142
social games, mechanics, 8
social interaction
explained, 7
game genres, 7
advantage, 17
customization, 17
Spore, 17
sources
explained, 61
representing for nodes, 95
space, depiction of, 32
Space Construction Vehicle (SCV), 67–69
Space Hulk, asymmetrical attrition in, 324
Space Invaders
trading progress points in, 260
victory conditions in, 221–222
spatial storytelling, 32
speed vs. cognitive effort, 232
sports games, mechanics, 8
stability, creating in dynamic systems, 65–66
Star Wars: X-Wing Alliance, 304
StarCraft, 23
vs. Civilization, 40
comparing versions of, 227
“The Evacuation” mission, 40
harvesting minerals in, 307
harvesting raw materials in, 66–67, 69
narrative, 40
player performance, 69
resource distribution, 69
StarCraft II
economy of, 226
resource harvesting in, 236–237
state connections
activators, 302
function of, 141
label modifiers, 301
label types, 302
node modifiers, 302
state machines
probability space, 26
states, shifts between, 267
static engine
applicability, 303
collaborations, 303
implementation, 304
intent, 303
motivation, 303
related patterns, 305
type, 303
static friction pattern
applicability, 314
collaborations, 314
consequences, 314
examples, 315
intent, 314
motivation, 314
participants, 314
related patterns, 315
structure, 314
type, 314
stochastic processes, explained, 2
stopping mechanism pattern
applicability, 319
collaborations, 319
consequences, 320
implementation, 320
intent, 319
motivation, 319
participants, 319
related patterns, 321
structure, 319
type, 319
using in gameplay phases, 269
stories, mechanics of, 39
storytelling in games, 32, 228–229
avoiding repetition, 261
connecting events in, 261
emergent, 262
focusing on characters in, 261
ludologists, 31
narratologists, 31
railroading, 32
StarCraft, 40
strategic advantage, measuring, 64
strategy games
adding research to, 143
mechanics, 8
tactical maneuvering in, 7
strong emergence, explained, 57
structural qualities
considering, 57
Machinations framework, 57
structures, defined, 30
subject-matter expert, working with, 288
subtasks
dependencies among, 234
Super Crate Box, 329
Super Mario Bros., 131
board game for, 9
defeating enemies in, 291
vs. Donkey Kong, 9
fighting in, 291
Kata stage, 242
Kihon-kata stage, 241
Kumite stage, 242
reward system, 72
symbols, significance of, 282–283
tactical maneuvering
explained, 7
game genres, 7
“tank rush,” explained, 69
tasks
mutually exclusive, 235
optional, 235
tech demos, features of, 20
technology trees, modeling, 143
Tetris, 26
escalating complexity, 329
feedback loop, 125
progression through emergent phases, 269
tetrominoes in, 44
A Theory of Fun for Game Design, 271
tic-tac-toe vs. Connect Four, 27
timed effect, creating, 111
tower defense games
activity level, 50
asymmetrical arms race, 332
components, 50
connections, 50
dynamic friction, 317
trade pattern, 336
traders
vs. converters, 97
explained, 62
Train, 297
trajectory, role in game state, 27
Trigger Happy, 44
turtling vs. rushing, 188
tutorials
building, 21
creating, 31
Unity development environment, 17
unpredictability, sources of, 3
vehicle simulation games, mechanics, 8
vertical slice, creating for prototype, 16
victory conditions, explained, 221–222
video games
core mechanics, 4
views, shifting, 224
Vlissides, John, 149
Vogler, Christopher, 36
Wade, Mitchell, 272
war games, history of, 272, 274
Warcraft
converters, 62
intangible resources, 60
tangible resources, 60
WarCraft III, stopping mechanism in, 320
Wardrip-Fruin, Noah, 39
weak emergence, explained, 56
weather system example, 47
worker placement pattern, 336
Wright, Will, 187
X-COM: UFO Defense, 38
bow and arrow, 254
challenge to adventure, 36
combat in, 35
combining keys in, 254
deadlock resolution in, 73
discrete mechanics, 36
dungeons, 35
emergence and progression, 35
gale boomerang, 35
hub-and-spoke layout, 35
keys consumed upon use, 253
Link’s adventures, 36
lock and key mechanisms, 35–36
pottery as source, 73
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