I am probably about to do two books probably a great deal of injustice. I do not mean to, but I feel like I have been a bit lax in some of my reading lately. I have had two books on my radar for a while, bought them about a month ago, and I hadn’t really gotten around to reading them yet. One was Chris Crawford on Interactive Storytelling by Chris Crawford (no surprise). I’m still working on that one because it is really interesting to me and I want to give more than usual. The other book is Imaginary Games by Chris Bateman. You may have noticed that I also indicated Patterns in Game Design as part of the post title. A few days ago, I was skulking about on Twitter, following conversations back for context, when I came across a book recommendation from Brenda Brathwaite. She mentioned Patterns in Game Design (by Staffanto Bjork) to someone as a must-read book. I casually checked my university library and found we had an electronic copy. I didn’t read it right away, but instead tried to find someplace to buy the book (with no luck as the book appears to be a bit rare). Eventually I got around to reading it in my own way. The injustice I am giving these books is, for the most part, that I did not read every word. In fact, I read only parts that I thought were relevant to my topics. Even still I am going to talk about them anyway.
Yesterday, I took a look at the DGD1 player types discussed in Chris Bateman and Richard Boon’s book 21st Century Game Degign. I did this for my project on Player Taxonomies (which I talk about here). My goal in this respect is to locate common themes within the various types and draw categories (or codes, to be specific) amongst them. I am doing this to be able to compare different taxonomies to each other, with the goal of making a synthesized model of player taxonomies. Here, I am going to review my notes on the DGD1 model. Before I do that, though, I want to describe how I went about doing this work.