On Making Good Games – Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
Paper i proceeding, 2010
This paper uses a framework of player virtues to perform a
theoretical exploration of what is required to make a game
good. The choice of player virtues is based upon the view
that games can be seen as implements, and that these are
good if they support an intended use, and the intended use
of games is to support people to be good players. A
collection of gameplay design patterns, identified through
their relation to the virtues, is presented to provide specific
starting points for considering design options for this type
of good games. 24 patterns are identified supporting the
virtues, including RISK/REWARD, DYNAMIC ALLIANCES,
GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7
countering three or more virtues, including ANALYSIS
PARALYSIS, EARLY ELIMINATION, and GRINDING. The
paper concludes by identifying limitations of the approach
as well as by showing how it can be applied using other
views of what are preferable features in games.
Gameplay design
player virtue ethics
gameplay design patterns