Game Designer’s Creative Secrets | Design Patterns

Vinicius Antonio
4 min readSep 29, 2023

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DISCLAIMER: this article is just an introduction to Design Patterns in Game Design as part of my study behind games creativity.

Your game is a genre by itself

When we think of games like Mario and Super Meat Boy, it’s natural to identify them as belonging to the ‘2D platformer’ genre. However, this classification only scratches the surface of the complexities underlying these iconic titles.

According to the writer and game designer Raph Koster, games transcend the boundaries defined by their genres by taking on their identities. With this in mind, Raph has come to the conclusion that games are, in fact, just sets of small mechanics in harmony, and he has since encouraged game designers to abstract their mechanics to their most basic principles. Returning to the previous example, how would you define Mario and Super Meat Boy without relying solely on the ‘2D platformer’ standards? You could classify them based on their mechanics, such as the presence of collectibles and double jumps, for instance, or with elements of speed-running in the case of Super Meat Boy.

The reality is that being creative has little correlation with being innovative. In an interview with Marnix, Creative Director at BiteMe Games, he states:

“An innovative game is one that brings something to the table that hasn’t been seen before… while a creative game can simply be a new way of presenting something, be it through art style, for example.” — Marnix

Creative games tend to be easier and cheaper to produce due to their nature of adding value to something that already has inherent value, thus reducing the risks of the project failing upon release.

How to Apply Creativity in Game Design?

Raph Koster made a presentation in 2014 at the GDC (Game Developers Conference), focusing on creativity in game design. During this lecture, Raph also brought up the classic example of Super Mario Bros.

“From Donkey Kong, Donkey Kong Jr. introduced new mechanics… and then came Mario, introducing the sidescrolling level mechanic, solidifying the 2D platformer genre’s family. But really, we look to any of these and we say ‘I jump, and I have to get to the other side’. ” — Raph Koster

From this, he explained the idea that game designers should create Pattern Libraries, small libraries containing mechanics in simple stages, making it easier to visualize and conceptualize new concepts. Below is an example of a Pattern Library developed by Raph:

Design Pattern provided by Raph in his talk

As described earlier, Raph defines that games are nothing more than collections of mechanics in a grand orchestra. If you take a game or genre like Souls Like, you’ll find Repeated Move Chains, Equipment, Combos, and Stats. Therefore, if you want to make a game in the Souls Like model and still stand out among others, you can make a slight modification, whether it’s an addition or removal of a mechanic. For example, by removing Repeated Move, you’ll have unpredictable enemies. Remove Stats and Equipment, add Player Judging, and now you have Undertale.

It’s all within a family

In the end, when judging games by their mechanics, we find ourselves categorizing them in families.

Every genre starts with a game implementing a core mechanic, which is later expanded upon by a clone or reskin. The key here is that not every mechanic will always interact with one another, but as a Game Designer, your role is to keep everything cohesive. Why would you jump in Mario if not to reach the next platform and reach the end of the level?

Hierarchy of game genres by Raph Koster

Don’t Reinvent the Wheel

Being innovative is a path fraught with risks, and there’s also no problem in following the creative path. In our interview with Marnix, he reinforces:

“I think 90% of the games we play are reskins of existing games, for example, we have the term Metroidvania for games heavily based on Metroid or the term Roguelike for games based on Rogue.” — Marnix

For those who are struggling to come up with ideas for their games, try using the method of Pattern Libraries, add or remove game mechanics, and keep experimenting. But if in the midst of the process you feel that your idea isn’t original enough, remember that game development is an artistic activity, and just like any piece of art, your game will carry a piece of its creator, and there’s nothing more unique than yourself.

Conclusion

Creativity is a skill, and like any other skill, it can and should be practiced. As an exercise to enhance your creativity, after reading this article, try to identify the mechanics present in Raph’s Pattern Library in your favorite game, or if you feel confident, attempt to create your own Pattern Library.

“You should learn as much as you can because these are your tools as a game designer.” — Raph Koster

It’s important to note that the Pattern Library demonstrated in this article was created by Raph only for the presentation and does not refer to a real Pattern Library. However, it can help you practice your creativity. Practice abstraction, analyze games you enjoy, and identify patterns, and always remember to put your newfound knowledge into practice :)

Sources

Practical CreativityRaph Koster at GDC 2014

Interview with Marnix Wyns, Creative Director at BiteMe Games

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