April 25, 2004

Pattern, Pattern, Still Pattern

tetris.gif

For a long time, I had been confused by the fact that I liked playing Tetris when I was young, but could not convince myself rationally why I liked playing it. From the study in CTCS 564, I got a reasonable answer to it. That obviously is Pattern.

People playing Tetris are trying to reach certain kind of pattern, which is psychologically or biologically comforting. Although I can’t tell why this happened on human body, I agree it happened on me.

We always talk about the reward in the game and the satisfactory feeling for game players’ pay and payoff. However, Tetris is different. No rewards but the meaningless scores, no story, graphically not interesting, simple rhythm and midi sound. But why do so many people addict to it? The answer is pattern. But how does pattern work? I started to anatomize my experiences.

When a player is trying to reach certain patterns, he or she has to concentrate on their actions. During this highly concentrated situation, people can realize an oblivious ambit of themselves, forgetting all the pressure out of this pattern making process. On certain aspects, such action can realize the same effect as film and other entertainment for fun do. So, does pattern ensure the success for game design? Not absolutely.

People’s requirement is endless. Most hard core game players love Tetris, but today few of them would agree to play Tetris alone. Thus game designer tried to give the Tetris a second life. In China, the online Tetris competition was very popular, Besides the pattern, players have reward of the satisfying from beat the others. But still, the game player who have played splendid 3D games could not enjoy the symbolized Tetris any more. One Chinese player with ten years game play history said:” I won’t waste my time and money on cheap entry level game.” So has the pattern game stopped in front of the hard core players? The answer is still no.

Looking at the popular game around today, patterns are everywhere.

First person shooting game is a pattern making game. By analyzing the most popular FPS game, counter-strike, you can find player’s pattern everywhere. Players fire AK-47 always in a certain rhythm in order to reduce the bias while shooting. When players buy weapons and armors, they press different hotkey combinations just as pianist playing their keyboard. Tactically, different players have their own pattern on moving, assaulting and defending. During the regular rounds of fighting, shooting and dieing, they all reach the level of forgetting themselves.

Real time strategy game is a pattern making game too. Psychologically, player tried to reach a balanced pattern of resource gathering and units building. Physically, by using the hotkey and mouse to command the units, most RTS player liked clicking mouse and keyboard in their own rhythm even when there is no need at all.

Racing game, action game and fighting game are all pattern playing. A pattern of using brake and turning, a pattern of different action combination and a pattern of combo and special move, they help player concentrate on their games, also provide a wide possibility for different patterns and players.
Pattern seems existing everywhere. When we design game, making some patterns in game design maybe an unconscious action. In my opinion, to consider pattern as an important game elements when we design a game need to be emphasized.

A Game Journal from Jenova Chen

Posted by Jenova at April 25, 2004 4:47 PM


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