This question’s been bugging me for a long time. I’ve always wondered how game developers were solving certain problems or situations that are quite common in certain genres.
For example, how would one implement the quests of a typical role-playing game (e.g. BG or TES)? Or how would you implement weapons with multiple stacking effects in a first-person shooter (e.g. the Shrink-gun or Freezer from DN3D)? How would you implement multiple choice options with a possibly intricate decision tree leading to several different outcomes (e.g. the mission trees in WC)?
Visitor.
Observer.
Command.
Proxy (for network games).
Just about any of the creational patterns.
Think, “scenegraph.”
Games aren’t really that different from other types of apps, at least not to the extent that people think they are. I say this having been a professional game developer as well as a professional non-game developer 🙂