ABSTRACT

This chapter contains pattern exercises that are very focused or specific. These exercises give examples of how to hone the process to produce patterns that are generally low level and address the specific concerns of a particular domain of game design. Circulation patterns define how a player moves a character through a gamespace and are usually discussed in terms of level design. However, their scope extends beyond the way a character moves through a level (macro circulation patterns) to include how the player moves through the overall game (meta circulation patterns) as well as movement in individual encounters within a level (micro circulation patterns). The ideas of environmental narrative and embedded narrative are related, but slightly different. A designer creates environmental narrative by placing things in the game world such that they tell a story about what has happened before the player’s arrival.