Today I gave Pitfall a crack on the Atari 2600. What a cool little game. Really challenges you to perfect your jumping technique (or to be more correct, Pitfall Harry’s jumping technique) – especially over those little crocodile buggers. For such a simple game, I think I’ve generated quite a few interesting game design tips! Interestingly, the two biggest stand out tips aren’t really to do with the core design of the game – “closeness to the developer” and “tangible achievements” were a stand out!
I haven’t fully digested all the game design patterns that Bergstrom, Bjork and Lundgren discuss. Until then, and until I can refer to patterns already identified more readily, I think it might be worthwhile if I capture my own little catalogue of patterns (cutting across the Mechanics, Dynamics and Aesthetics elements).