Difference between revisions of "Anatomy of a Pattern"
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When in this circumstances (context), if faced with this challenge (problem), | When in this circumstances (context), if faced with this challenge (problem), | ||
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* Patterns may contain '''contrasting''' solutions to a problem | * Patterns may contain '''contrasting''' solutions to a problem | ||
** e.g. [[Make sound not War]] and [[Sonic Weapons]] suggest to different approaches to design conflicts | ** e.g. [[Make sound not War]] and [[Sonic Weapons]] suggest to different approaches to design conflicts | ||
− | * A pattern may contribute to solve a specific case | + | * A pattern may contribute to solve a specific case of a context/problem (i.e. in an included context) |
− | ** e.g. | + | ** e.g. [[Sound Effects]] may be used to present an [[Achievement]] |
* A pattern may present a solution that may integrate solutions to different problems | * A pattern may present a solution that may integrate solutions to different problems | ||
** e.g. [[Heartbeat]] may used to signal [[Imminent Death]] but may also serve as [[Beacon Locator]] in a [[Echolocation]] approach. | ** e.g. [[Heartbeat]] may used to signal [[Imminent Death]] but may also serve as [[Beacon Locator]] in a [[Echolocation]] approach. | ||
** e.g. [[Grunts]] may signal damage during an interaction ([[Ouch!]]) as they may be used to present an [[Unaware NPC]], or to provide auditory feedback on the magnitude of the effort the PC applies in some physical movement, amongst others | ** e.g. [[Grunts]] may signal damage during an interaction ([[Ouch!]]) as they may be used to present an [[Unaware NPC]], or to provide auditory feedback on the magnitude of the effort the PC applies in some physical movement, amongst others | ||
− | |||
* Patterns may be exhibit solutions for possible '''parts''' of a "more complex" solution | * Patterns may be exhibit solutions for possible '''parts''' of a "more complex" solution | ||
** e.g. [[Relaxation]], [[Anticipation]], [[Engagement]] and [[Decay]], though being usable in isolation, may be used to create [[R-A-E-D Iterations]] | ** e.g. [[Relaxation]], [[Anticipation]], [[Engagement]] and [[Decay]], though being usable in isolation, may be used to create [[R-A-E-D Iterations]] | ||
* Complementarity alternative solutions to a problem | * Complementarity alternative solutions to a problem | ||
+ | |||
+ | The fact that patterns are not all at the same abstraction level – because they present different levels of solutions for different levels of problems in different scopes of the context of [[Sound Design in Games]] – implies that there cases of overlapping coverage of a particular matter. | ||
+ | [pending: graph illustrations allusive to overlapping pattens] | ||
+ | Were are calling '[[Aggregator Patterns|Aggregator Pattern]]' to those which exclusively characterise a set of more specific solutions, without present no specific solution per se. Aggregator Patterns evidence [[Categories]] of Patterns (a concept that we are considering to explore but did not yet, to date). | ||
Subjectivity added to the objectivity of rare (but relevant) exceptions | Subjectivity added to the objectivity of rare (but relevant) exceptions | ||
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==Style guide for the card format== | ==Style guide for the card format== | ||
− | + | [[File:Card-anatomy-v10.png| 250px|thumb | The anatomy of card (here illustrated over the card named [[Achievement]]), (as of v1.0)]] | |
− | * Name: a token that represents the solution | + | * [[#Name|Name]]: a token that represents the solution |
* Synopsis: the shortest possible sentence that identifies | * Synopsis: the shortest possible sentence that identifies | ||
the contents | the contents |
Revision as of 12:09, 19 August 2011
This page is still being written. Please bare with us while we solve bad structure, uncompleted sentences and unchecked content. |
When in this circumstances (context), if faced with this challenge (problem),
Network of patterns
Patterns are by definition related. The specification of those relationships defines the language (of which the pattern names are the words of the vocabulary). The nature of such relationships varies:
- Patterns may contain (non-exclusive) alternative solutions to a problem
- e.g. Sound Decoys and Sound Suppressing are both usable when willing to design low profile interaction with opponent characters
- Patterns may contain contrasting solutions to a problem
- e.g. Make sound not War and Sonic Weapons suggest to different approaches to design conflicts
- A pattern may contribute to solve a specific case of a context/problem (i.e. in an included context)
- e.g. Sound Effects may be used to present an Achievement
- A pattern may present a solution that may integrate solutions to different problems
- e.g. Heartbeat may used to signal Imminent Death but may also serve as Beacon Locator in a Echolocation approach.
- e.g. Grunts may signal damage during an interaction (Ouch!) as they may be used to present an Unaware NPC, or to provide auditory feedback on the magnitude of the effort the PC applies in some physical movement, amongst others
- Patterns may be exhibit solutions for possible parts of a "more complex" solution
- e.g. Relaxation, Anticipation, Engagement and Decay, though being usable in isolation, may be used to create R-A-E-D Iterations
- Complementarity alternative solutions to a problem
The fact that patterns are not all at the same abstraction level – because they present different levels of solutions for different levels of problems in different scopes of the context of Sound Design in Games – implies that there cases of overlapping coverage of a particular matter. [pending: graph illustrations allusive to overlapping pattens] Were are calling 'Aggregator Pattern' to those which exclusively characterise a set of more specific solutions, without present no specific solution per se. Aggregator Patterns evidence Categories of Patterns (a concept that we are considering to explore but did not yet, to date).
Subjectivity added to the objectivity of rare (but relevant) exceptions
- e.g. consider the patterns Achievement and Failure
- they could be thought of as parts of an evaluation mechanism
- they do not necessarily inhibit each other in a same moment
- e.g. consider the patterns Achievement and Failure
both usable to provide awareness for the outcome of a certain behaviour, but usually they are
be part of a
Style guide for the card format

- Name: a token that represents the solution
- Synopsis: the shortest possible sentence that identifies
the contents
- In higher level patterns this tends to be kind of problems addressed
- e.g. in Character Soundprint: 'The set of sounds of a PC or NPC'
- e.g. in Dialogue: 'All sorts of conversation'
- In lower level patterns this tends to be the solution, and the problem and/or the context if its not tacit enough
- e.g. in Eavesdropping: 'All sorts of conversation'
- In higher level patterns this tends to be kind of problems addressed
Dialogue: the problem and the solution. that presents the solution in a effective way. When 'Adopting behaviours with intention of gaining knowledge by listening to others' conversations.' In many cases we opted by the formula: 'use this solution when faced with this problem'.