March 15, 2002: A Case For Game Design Patterns (requires free registration). I think the idea is great, but who has the time? It's not enough just to say that "game developers [or interface designers] have to make a sustained, conscious effort to define and describe the recurring elements of their daily work." Why do they have to? If patterns are such a valuable tool, why don't we use them (formally, I mean)? I'd love to see someone tackle that in a convincing way.