2006Unpublished venueRequires access

Comparing computer and traditional games using game design patterns

Shanming Loh, Seah Hock Soon

Open publisher page 4 citations

Abstract

This paper uses a game design patterns approach in a comparison of the popular Real-Time Strategy (RTS) computer game, Warcraft III by Blizzard, and the popular non-computer strategic board game, Risk by Parker Brothers.The aim is to explore the feasibility of using such an approach to identify differences that would be useful in converting other non-computer based gameplay into computer game designs. While more comparisons are still needed, the differences already identified can be used as high-likelihood candidates in attempts to adapt other non-computer games into successful computer game designs. They may also be useful in attempts to make existing computer-based games or simulations more attractive by better leveraging the strengths of the medium.The paper concludes with a discussion on other uses and insights that could be gained from such comparisons, and future work.

About this research paper

What this paper is about

This paper uses a game design patterns approach in a comparison of the popular Real-Time Strategy (RTS) computer game, Warcraft III by Blizzard, and the popular non-computer strategic board game, Risk by Parker Brothers.The aim is to explore the feasibility of using such an approach to identify differences that would be useful in converting other non-computer based gameplay into computer game designs. While more comparisons are still needed, the differences already identified can be used as high-likelihood candidates in attempts to adapt other non-computer games into successful computer game designs. They may also be useful in attempts to make existing computer-based games or simulations more attractive by better leveraging the strengths of the medium.The paper concludes with a discussion on other uses and insights that could be gained from such comparisons, and future work.

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OpenAlex reports 4 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

This paper uses a game design patterns approach in a comparison of the popular Real-Time Strategy (RTS) computer game, Warcraft III by Blizzard, and the popular non-computer strategic board game, Risk by Parker Brothers.The aim is to explore the feasibility of using such an approach to identify differences that would be useful in converting other non-computer based gameplay into computer game designs. While more comparisons are still needed, the differences already identified can be used as high-likelihood candidates in attempts to adapt other non-computer games into successful computer game designs. They may also be useful in attempts to make existing computer-based games or simulations more attractive by better leveraging the strengths of the medium.The paper concludes with a discussion on other uses and insights that could be gained from such comparisons, and future work.

Key concepts: Computer game, Computer science, Video game design, Game design, Game mechanics, Game Developer, Human–computer interaction, Video game development

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