Everything and more about Game Design © 2024 by Eduardo J. Reyes is licensed under CC BY-NC 4.0 Attribution-NonCommercial 4.0 International.
Everything and more about Game Design © 2024 by Eduardo J. Reyes is licensed under CC BY-NC 4.0 Attribution-NonCommercial 4.0 International.
Eduardo J. Reyes
August of 2024
Dedicated to all Game Designers who are as obsessed with learning as me.
The internet is a fantastical tool. We humans have the knowledge of thousands of years in the palm of our hand, yet we do not seem to take any advantage of it.
While information about Game Design Theory can be found through the web, there is a constant: A lack of direct, concise and organized data.
This is either due to the nature of nowadays search engines algorithms or due to it being a relatively new design category.
With this context, my main objective with this project is to group and organize the existing data into this website, as well as to use it to complement the Game Design classes that I teach.
This website can be read and downloaded for free and it will remain like till it succumbs to web rot.
Due to the nature of "Design" being partially subjective itself note that all the knowledge found here can be debated or complemented with other points of view. I will be super happy to listen about any new ideas, so feel free to send a mail to: eduardoj.reyes@hotmail.com
Exercise idea: Before reading it is always interesting to ask to yourself: what is a "Game"?
The way games are experienced are completely different from books and movies. These offer a new dimension of possibilities; where in books and movies the spectator only... well, Spectates, in a game the player plays! Which means that while the books and movies will remain the same after finished, the game will always have changed after it has been played.
But a thing that is "Played" is not enough to describe a game. Kids doing pretend-play with kitchen toys could not be defined as a game itself, for example.
Games are better described as play-like experiences based on the following:
Meaningful interaction. The way we will communicate with any games is through our input, which will be answered in some kind of output to the player, via changing the current state of the game itself.
For example: By the small action of pressing the shooting button on any FPS will not only shoot a bullet, but also decrease our bullet count. Said bullet will impact towards something and if this something is an enemy its health will decrease or even die. The context has changed because you pressed a button.
A set of defined rules: What limitations do we have when we're experiencing this game? No game gives infinite possibilities to its player (Even though the marketing department might want us to think the contrary).
For example: In most games, the character the player is controlling has health points. The character actions (Movement, attacks, interactions, etc.) can be done as long as the health points are above zero.
Defined goals. How is the game won? What is the purpose, for the character or even the player himself to play the game? All game have purposes, even if the purpose is to play the game itself.
For example: Even if a game doesn't explicitly tells the player the objective, the objective can be... well, finding the objective itself. Or uncovering the story as the player interacts with the world.
Exercise idea: What do you think are the interactions, rules and goals of Pacman?
Here is a very interesting point of view by Extra Credits:
Game design specifically focuses on the creation of the game's structure, rules, and systems. It is a subset of game development that primarily deals with the conceptual and functional aspects of a game.
It involves the following core components:
Core Mechanics: Defining the fundamental actions, operations, and rules that drive gameplay. This includes how players interact with the game world, the controls, and the basic loop of play.
Example: In "Tetris," the core mechanics involve rotating and positioning falling tetrominoes to fit them into a grid and clear lines. The basic actions (moving and rotating blocks) drive the entire gameplay experience.
Game Systems: Creating interconnected systems that define the game’s progression, such as resource management, scoring, leveling up, and player rewards.
Example: In "Civilization VI," the game systems include resource management, city-building, and diplomatic relations. These systems interact with each other, such as how economic development can influence diplomatic relations and military strength.
Gameplay Flow: Structuring how the game progresses, including pacing, difficulty curves, and the sequence of challenges or levels.
Example: In "Super Mario Bros.," the game flow involves progressing through a series of levels with increasing difficulty. Each level introduces new challenges and obstacles, gradually ramping up the difficulty to keep players engaged.
Player Interaction: Designing how players interact with the game and each other, including multiplayer mechanics, user interfaces, and feedback systems.
Example: In "Among Us," players interact with each other through cooperative tasks and discussions to identify the impostor. The interaction involves both teamwork and deception, making communication and strategy crucial.
Balance and Fairness: Ensuring that the game is fair and balanced, providing a suitable challenge for players of varying skill levels. This involves tweaking mechanics to avoid dominant strategies and ensuring competitive balance in multiplayer games.
Example: In "Rocket League," the balance between different cars and their attributes is carefully designed so that no single car has a significant advantage over others. This ensures fair competition in matches.
Story and Narrative Integration: Incorporating story elements and ensuring they enhance the gameplay experience. This includes creating compelling narratives, characters, and scenarios that engage players.
Example: In "The Last of Us," the narrative is deeply integrated into gameplay. The story unfolds through character interactions, cut scenes, and environmental storytelling, which enhances the player's emotional connection to the game.
Objectives and Goals: Setting clear objectives for players to achieve, which drive the gameplay and provide a sense of purpose and direction.
Example: In "The Legend of Zelda: Breath of the Wild," players have both main objectives (defeating Ganon) and numerous side quests (finding shrines, completing puzzles, and collecting items). These goals provide a structured yet open-ended gameplay experience.
User Experience (UX): Focusing on how players experience the game, ensuring it is intuitive, engaging, and enjoyable. This involves play testing and iterating based on player feedback.
Example: In "Stardew Valley," the user experience is designed to be relaxing and enjoyable. The interface is simple and intuitive, and the game’s progression is paced to allow players to manage their farm and relationships at their own speed.
Theme and Aesthetics: Aligning the game’s visual and audio elements with its core mechanics and narrative to create a cohesive and immersive experience.
Example: In "Hollow Knight," the dark, atmospheric theme is reinforced through its hand-drawn art style, haunting soundtrack, and eerie environment design. This cohesive aesthetic enhances the game’s immersive experience.
Exercise idea: After reviewing the examples for each core component, how do these apply to your favorite game?
Another interesting definition of games from the book Rules of Play: Game Design Fundamentals by Katie Salen and Eric Zimmerman is:
“Design is the process by which a designer creates a context to be encountered by a participant from which meaning emerges."
This definition extends to art games or interactive stories, which might lack traditional gameplay but still convey meaning through their narratives.
To conclude, one final tip is that any good game designer considers not only how the gameplay works but also how the game looks, sounds, and feels.
We could say that the game designers are the creative architects behind video games. They are responsible for:
Conceptualizing and envisioning the game.
Designing the gameplay mechanics and systems that define how the game functions.
Continuously refining and improving their ideas based on play testing and feedback.
Here is a really nice perspective from CG Spectrum:
Depending on which industry we are talking about (Indie or AAA) and even depending the project itself, different needs for different types of game designer will arise. While typically in the Indie scene most game designers will be generalists in their craft, the AAA these can get very specified. Here are some examples:
Game Mechanics Designer
Focuses on creating specific gameplay mechanics, rules, and systems governing player interactions.
Responsibilities include designing rules and behaviors for gameplay elements, balancing mechanics, and iterating based on feedback.
Gameplay Designer
Defines core gameplay elements, objectives, and overall game progression.
Responsibilities include setting main objectives, designing the gameplay loop, balancing difficulty, and ensuring alignment with the game’s vision.
Game Combat Designer
Specializes in combat mechanics and systems. Responsibilities include designing combat rules, creating unique abilities and equipment, and balancing combat encounters.
Level Designer (Most people will argue that this is not a subset of game design but completely separated profile from game design)
Creates engaging, visually appealing levels and environments. Responsibilities include designing layouts, incorporating narrative elements, and balancing challenges.
Narrative Designer
Integrates story and themes into gameplay through characters, dialogues, and quests. Responsibilities include writing dialogues, designing narrative choices, and crafting quests.
Game Economy Designer
Focuses on the in-game economy, including virtual resources, currencies, and rewards. Responsibilities include designing resource earning systems, creating virtual currencies, and balancing item availability.
Game Monetization Designer
Develops revenue-generation strategies such as in-game purchases and subscriptions. Responsibilities include designing monetization systems, setting prices, and integrating ads.
Technical Designer
Implements design ideas using programming and technology. Responsibilities include translating design concepts into functional systems, scripting, and integrating animations.
Game UI Designer
Designs visual and interactive elements of the game’s user interface. Responsibilities include creating layouts for menus and HUD elements, designing icons and buttons, and ensuring intuitive navigation.
Game UX Designer
Focuses on improving player experience through real-time play tests and feedback analysis. Responsibilities include identifying usability issues and streamlining the overall experience.
Game Balance Designer
Ensures fair and enjoyable gameplay by calibrating game systems. Responsibilities include balancing character power, item effectiveness, and game difficulty.
Internships are rare but offer opportunities for aspiring designers to gain experience. Entry-level positions favor candidates with a strong portfolio and relevant projects. Junior roles are part of a tiered system, differing from assistant and associate positions.
Mid-level designers handle moderate projects with some direction, while senior designers manage projects independently and mentor newer team members. Career progression typically requires several years of experience and successful project completion.
At the senior level, designers must choose between specializing in leadership (lead designers) or honing their craft (principal designers). These roles focus on either managing teams or refining design skills.
For another perspective in the subject, check this interesting classification of game designers by Extra Credits:
Since most of the readers will start or have started working on their game idea at this point, it is very recommended to check the following video by Jonas Tyroller. While very focused on development, gives good opinions to stay grounded for the first games that the reader might design, prototype or even develop.
Exercise idea: Now this would be an interesting time to start working on your game idea. What will be the most important elements of this game? Start with general concepts and a mood board.
Be sure to answer the following questions:
1. What is the game about?
2. What will the player be doing?
3. Why are they doing it?
4. What is the challenge?
Note that this exercise is left vague on purpose.
Exercise idea: Before reading, think on your favorite game. Is it fun? Why do you think it is? What parts are less fun? Why could that be?
Fun can vary widely depending on the individual's experience. The enjoyment derived from playing "Dark Souls" is distinctly different from that of "Stardew Valley". More than fun we should refer to the word "engagement".
In the following section, I will explore the different existent theories about fun and engagement. These are meant to be seen as different approaches that could work more or less depending on the type of experience that will be designed.
Video games allows players to acquire new skills, strategies, and concepts within a controlled environment that challenges various cognitive and dexterous abilities and, ultimately, fun hinges on achieving an optimal balance between challenge and skill, leading to a state of flow.
Flow theory describes a mental state where people become fully immersed in an activity, experiencing a sense of timelessness and deep engagement. This state, often called "being in the zone," occurs when individuals are challenged just enough to match their skills, leading to a balance between challenge and skill.
In video games, flow theory can be used to enhance player experience by ensuring that the game’s challenges are well-matched to the player's skill level. Here’s how it can be implemented:
Design for skill and challenge balance: Create game mechanics that require skill and provide increasing challenges that match the player’s ability, preventing frustration or boredom.
Example: In "Dark Souls," despite being called a very difficult game, actually starts with enemies that don't attack the player and it increases said difficulty by more enemies that first attack very slow, then attack in a similar way to the player till the first big challenge (The boss) is presented.
Provide clear goals and feedback: Ensure that players have clear objectives from the beginning and let them receive immediate feedback on their performance to help them stay engaged.
Example: In "Portal," each level starts with a clear goal: to reach the exit. Big levels can be broken into sub-goals. Activate this button, destroy the turrets... In a certain order. Players receive immediate feedback on their actions, such as portals successfully opening or objects interacting correctly, helping them understand if they are on the right track.
Facilitate control without overwhelm: Design controls and game mechanics to be either intuitive and responsive or known by your player base, in order to give players the sense of absolute control over their actions. This can be done by either:
If a player wants to do something and have the ability to do it, it must be simple and quick to do.
If a player wants information that the game provides to them, they must be able to get to it quickly.
Example: In "Super Mario Odyssey," the controls are highly responsive and intuitive, allowing players to perform complex maneuvers with ease. This sense of control enhances the player's immersion and enjoyment, making the game feel smooth and rewarding to play.
Congruence between task-specific and long-term goals: Players must feel that the tasks they're doing have some kind of long-term meaning and are not just there to fill in the play time.
In order for the player to be optimally engaged, challenges should be presented at a level equivalent or slightly higher than their current skill; not too easy and not too hard.
Example: In "Resident Evil 2 Remake," the game uses an adaptive difficulty system: If the player is doing well—landing accurate shots, conserving resources, and progressing quickly—the AI increases the difficulty by making enemies more aggressive, tougher to kill, and by reducing the availability of ammo and health pickups. Conversely, if the player is struggling, the game will ease up slightly, making enemies less aggressive and more resources available. This dynamic adjustment keeps the game challenging but fair, ensuring that the player remains engaged without feeling overwhelmed or bored.
Always consider the following:
Does your game have any difficulty spikes?
Does the game have long sections of easy tasks or empty content?
Do you always get the player to do roughly the same thing?
Exercise idea: Think on a good level of your favorite games and answer the three questions. Now think of a bad level of the same game and answer them again.
Challenge should always be increased as the player skill increases. Drastic changes will cause the loss of engagement either by boring the player or giving them anxiety or frustration. The designer will have to prevent both during the gameplay:
To prevent boredom, the designer should for example either keep the game challenging for the player or / and vary the activities the player performs.
In the other hand, to prevent anxiety/frustration, the designer should keep the difficulty of the challenges at a level they find reasonable and specially, make the game understandable and usable.
While many designers understand the essence of flow, there's often confusion about its utility and purpose: Flow wasn’t designed specifically for games. Instead, it aims to explain why focused individuals are generally happier. Some aspects, like a player’s concentration and self-consciousness, which are less controllable and depend on the individual’s skill and environment, can make designing towards the flow state a bit difficult. This is why I consider that thinking in all types of players, therefore; accessibility in all games is very important.
While some people enjoy the "hardcore" aspects of some games, not all the audience might have that time or the physical ability to enjoy the game, despite wanting to play it. Sometimes difficulty settings might help more people be able to enjoy the game and in the end, achieve this "Flow state".
Example: In Binding of Isaac: Repentance, all items require memorization of their effects. Some players might be thrown out of the flow state due to the frustration of not remembering an item's effect, possibly because they haven't played the game recently. A helpful mod called "External Item Description" allows players to see exactly what each item does, alleviating this issue.
In this video from Game Design with Michael, the reader can find very interesting techniques in order to design with the flow state in mind:
In his book "A Theory of Fun", Raph Koster identifies several aspects that will influence the engagement of the player:
Aesthetic Appreciation: Enjoyment from the beauty or artistic elements of a game.
Example: Part of the experience in "Journey" is to enjoy the beauty of the environment.
Visceral Reactions: Physical sensations and emotional responses evoked by the game.
Example: Feeling the adrenaline rush and excitement during intense combat sequences in "DOOM".
Social Status Maneuvers: Fun derived from social interactions and status dynamics.
Example: Engaging in competitive multiplayer games like "League of Legends", where players strive to climb the ranks and achieve higher status.
Mastery: Satisfaction from mastering a problem or skill within the game.
Example: The satisfaction of mastering complex mechanics and strategies in "StarCraft II", where players continuously improve their skills.
Spatial Reasoning: Enjoyment from navigating and understanding spaces within the game.
Example: Navigating and solving puzzles in "Portal", where understanding the spatial relationships is key to progressing.
Memory: Fun from recalling and managing complex chains of information.
Example: Managing and recalling intricate details and story lines in "The Witcher 3: Wild Hunt", where players need to remember various quests and characters.
Teamwork: Satisfaction from working together with others to achieve a common goal.
Example: Collaborating with teammates in "Deep Rock Galactic", where working together is essential to achieve victory.
Calculation of Odds: Thrill of predicting events and calculating probabilities.
Example: Poker itself.
Exercise idea: Think on your favorite game. Does it fit into one or more of these categories? Why do you think so?
Nicole Lazzaro’s 4 Keys 2 Fun is a very interesting framework that identifies four main types of fun that games can provide. These keys can help to understand how different elements of games can engage players and evoke various emotions.
Here are the four keys:
Hard Fun: This type of fun is about overcoming challenges and achieving goals. It involves feelings of triumph and accomplishment-
Example: Completing Blighttown in "Dark Souls".
Easy Fun: This key focuses on curiosity and exploration. It involves the joy of discovering new things and engaging in creative activities.
Example: Games like "Minecraft", since it allows players to explore and build freely through a massive world.
Serious Fun: This type of fun is about meaningful experiences and the impact of the game on the player’s life. It includes feelings of relaxation, excitement, and a sense of purpose.
Example: Games like "Journey" that provide emotional and reflective experiences fall into this category.
People Fun: This key is centered around social interactions and the enjoyment of playing with others. It includes feelings of amusement, camaraderie, and competition.
Example: Multiplayer games like "Among Us" that encourage social interaction and teamwork are examples of people fun.
Here is a very interesting video, going more in depth into the framework.
The Octalysis Framework by Yu-kai Chou is a gamification design framework that focuses on understanding and leveraging human motivation to create engaging and motivating experiences.
The framework is built around eight core drives that influence human behavior. These core drives are represented in an octagon shape, hence the name “Octalysis.” Here is an overview of each one of the core drives:
1. Epic Meaning and Calling is a core motivational drive where individuals feel they are part of something greater than themselves or believe they have a unique destiny. This drive often leads to significant time investment in community-driven projects like Wikipedia or open-source initiatives.
The key elements that this motivational drive includes are:
Narrative: Using stories or contexts can instill a sense of purpose, motivating players or users to engage more deeply.
Example: "ZRX: Zombies Run" motivates players through post apocalyptic narrative.
Humanity Hero:Tying actions to a greater good can enhance engagement.
Example: "FreeRice" donates food based on correct quiz answers.
Elitism: Forming prideful groups based on shared interests can drive actions and competition.
Examples: University sports rivalries.
Beginner’s Luck: Giving new users early, unexpected successes can make them feel specially chosen and more likely to continue.
Example: A player receiving a rare item early in a game.
"Free Lunch": Offering freebies in a meaningful way can make users feel special and more engaged.
Authenticity will be crucial. Attempts to appeal to this drive can backfire if perceived as insincere. Genuine passion and alignment with a higher vision are essential for successfully leveraging this drive.
Exercise idea: How much does your game appeal to this core drive? Why?
2. Development and Accomplishment is centered around the intrinsic motivation of making progress, honing skills, and overcoming challenges. It's driven by the desire to achieve and be recognized for one’s growth and successes. This Core Drive is fundamental to many gamification strategies, particularly those involving points, badges, and leaderboards.
Key concepts around this core are:
The Importance of Challenge: The essence of Development & Accomplishment lies in overcoming challenges. Achievements are meaningful only when they involve some level of difficulty. A badge or trophy that comes without effort or struggle lacks significance.
Common Implementations: Points, badges, and leader boards are common tools used to tap into this Core Drive. They provide tangible markers of progress and success, making the achievement feel more real and satisfying.
Example: LinkedIn Progress Bar. LinkedIn uses a progress bar to encourage users to complete their profiles. By visually representing how much of the profile is complete, the progress bar motivates users to fill out their information to reach 100%. This simple gamification element significantly increased profile completeness.
Avoiding Insulting Achievements: Achievement symbols (badges, points) must reflect true accomplishments. Simply awarding badges for trivial actions can be demotivating. The challenge is to ensure that achievements are earned through meaningful effort and skill.
Effective Use of Leaderboards: Leaderboards can motivate users but can also demotivate if designed poorly. To be effective, leaderboards should:
Place users in the middle of the display to highlight close competitors.
Use group leaderboards to foster team spirit.
Refresh regularly to maintain motivation.
Include micro-leaderboards for comparisons among friends or similar users.
In conclusion, the goal is to make users feel a sense of pride and satisfaction from overcoming real challenges.
Exercise idea: How much does your game appeal to this core drive? Why?
3. Empowerment of Creativity and Feedback refers to the process where users are encouraged to engage in creative activities, experiment with different combinations, and see the immediate results of their efforts. This cycle of creativity and feedback is what makes activities like building with "Legos" or painting enjoyable and enduring. Here are some techniques that could be used to achieve this type of engagement:
Boosters: Temporary power-ups that enhance the player’s abilities for a limited time, creating excitement and motivating continued play.
Milestone Unlock: Unlocking new abilities or features upon reaching certain milestones, which encourages players to continue playing to see and use these new elements.
Poison Picker/Choice Perception: Offering choices, even if not all options are ideal, can make users feel empowered and engaged. However, choices that are not meaningful might not fully satisfy creative needs.
Plant Picker/Meaningful Choices: Providing meaningful choices where different strategies or options have unique strengths encourages creative problem-solving and varied gameplay.
Evergreen mechanics: Games and systems designed with this core drive can remain engaging for long periods without needing constant updates. This is because they harness the user’s creativity, which provides an ongoing source of engagement. Examples include classic games like "Minecraft" and timeless activities like chess and poker.
If this is an important aspect of your game, make sure to incorporate elements that allow players to express their creativity and see immediate feedback.
Exercise idea: How much does your game appeal to this core drive? Why?
4.Ownership and Possession, which revolves around the drive to own, improve, and accumulate things. This core drive is deeply rooted in the human instinct to feel ownership, which fosters a strong motivation to enhance and protect what one possesses. It is a powerful motivator in both gaming and real-world scenarios, such as virtual goods, currencies, and even customized profiles or avatars.
Key concepts of this core drive are:
Feeling of Ownership: Ownership triggers a natural inclination to make improvements and protect what one owns. This can be seen in both tangible items (like wealth) and intangible items (like virtual goods or avatars). For example, customizing an avatar or a profile can significantly increase a person's attachment to it.
Analytical Thinking: Decisions influenced by this drive are often based on rational calculations related to gain and loss, rather than emotional responses.
For example: In "Farmville" players improve their farms by developing land, increasing crop yields, and expanding livestock. This continuous investment fosters a strong sense of ownership.
Here are some techniques that could help game designers work towards this core:
Build From Scratch: Allow users to create or customize their own experiences from the ground up. This increases their investment and sense of ownership. For example, letting users decorate their homes or design avatars enhances engagement.
Collection Sets: Introduce collectible items or badges that encourage users to complete sets. The desire to finish a collection can be a strong motivator.
The Alfred Effect: Personalize experiences to make users feel that a product or service is uniquely tailored to their needs. This can create a sense of ownership and attachment, making users less likely to switch to alternatives.
Protector Quest: Develop an attachment by having users protect or care for something. This technique can increase engagement by creating a bond between users and the objects or entities they are tasked with protecting.
And some implementation tips:
Balance Customization: While customization can enhance ownership, ensure it doesn’t delay essential on boarding or engagement steps. Provide initial templates or easy starts to maintain user interest.
Scarcity and Value: Manage the scarcity of collectibles or rewards carefully. Overabundance can dilute the sense of ownership and reduce engagement.
Personalization Strategies: Use data to personalize user experiences and create a feeling of ownership. Continuously refine the experience based on user interactions and feedback.
Exercise idea: How much does your game appeal to this core drive? Why?
5. Social Influence and Relatedness taps into our fundamental social needs. It encompasses various social elements, including mentorship, acceptance, companionship, competition, and envy. This drive influences our behavior based on our interactions with others, our desire to fit in, and our response to social stimuli.
The key concepts around this core are:
Mentorship and Acceptance: Humans are motivated by the desire for acceptance and validation from our peers. Mentorship, positive social feedback, and a sense of belonging can drive engagement and participation.
Companionship and Relatedness: The need to connect with others and relate to them is a powerful motivator. Feeling connected to people, places, or events that resonate with our personal experiences or memories can significantly influence our actions.
Social Responses and Envy: Observing others' achievements or possessions can trigger feelings of competition or envy, motivating us to improve ourselves or acquire similar achievements. Social comparison can drive engagement and performance.
Nostalgia and Personal Connection: Products or experiences that evoke nostalgia or personal relevance can create a stronger emotional connection, increasing the likelihood of engagement or purchase.
For Example:
Social Media Platforms: Platforms like "Facebook" and "Instagram" leverage Social Influence & Relatedness by allowing users to share achievements, milestones, and personal updates, fostering a sense of connection and validation.
Multiplayer Games: Games such as "Fortnite" or "Among Us" capitalize on social interaction, competition, and teamwork, where players are motivated by their peers' actions and the desire to fit in or excel within their social group.
Fitness Apps: Apps like "Strava" use social comparison and companionship elements by allowing users to share their progress, compete with friends, and celebrate achievements together, enhancing motivation through social influence.
Some design techniques:
Social Proof: Show users how others are engaging with or succeeding in the system. Highlighting popular actions or achievements can encourage users to follow suit. For example, displaying leaderboards or user testimonials can motivate others to participate.
Social Challenges and Competitions: Create challenges or competitions that involve social interaction, either within a group or against other users. This can drive engagement through the desire to compete or collaborate with others. Examples include team-based missions or leaderboard competitions.
Personalization and Nostalgia: Incorporate elements that resonate with users' personal experiences or past memories. Customizing content to reflect personal interests or nostalgic elements can increase emotional attachment and engagement.
Mentorship and Community Building: Facilitate mentorship opportunities and build communities within your system. Allow experienced users to guide newcomers or create forums where users can connect and support each other.
Social Sharing: Enable users to share their achievements, progress, or experiences on social media or within the system. Social sharing can enhance the sense of community and provide external validation, driving further engagement.
Implementation Tips:
Create a Supportive Environment: Foster a positive and inclusive environment where users feel valued and supported by their peers. Avoid toxic competitiveness and focus on constructive interactions.
Leverage Data for Personalization: Use data to tailor experiences and content to individual users' preferences and social connections, enhancing the sense of relevance and relatedness.
Balance Competition and Collaboration: Find the right balance between competitive elements and collaborative opportunities to ensure that users feel motivated without feeling overwhelmed or discouraged.
So as we can see, you can enhance user engagement by tapping into their social needs and motivations, creating a more dynamic and connected experience.
Exercise idea: How much does your game appeal to this core drive? Why?
6. Scarcity and Impatience, which leverages the human desire for items or opportunities that are perceived as limited or exclusive. This drive is activated by the notion that something is rare or unavailable, which can increase its perceived value and attractiveness. When people cannot access something immediately or when they know it is in limited supply, their motivation to obtain it can intensify.
Key Concepts in this drive are:
Scarcity: The principle of scarcity involves limiting access to something, which makes it more desirable. When people believe that an item or opportunity is rare or in short supply, they are more likely to want it.
Impatience: The drive for immediate gratification or the frustration of waiting can enhance the perceived value of an item. People are often motivated by the challenge of obtaining something they cannot have right now.
Appointment Dynamics: Creating time-based opportunities or rewards that require users to return at a specific time can increase engagement. This technique leverages the anticipation and planning associated with waiting for something valuable.
Exclusivity: Limiting access to certain features, content, or events to a select group of people can create a sense of exclusivity, driving others to strive for membership or access.
For example:
Limited-Time Events: Games like "Fortnite" frequently feature limited-time events, exclusive items, or seasonal content that players can only access for a short period. This creates a sense of urgency and encourages players to participate before the opportunity expires.
In-Game Currencies and Rewards: In games such as "Clash of Clans" or "Candy Crush", players can earn or purchase special currencies or rewards that are only available during specific promotions or events, driving them to engage more frequently to obtain these scarce items.
Exclusive Access: Clubhouse used scarcity effectively by initially allowing access only through invites, creating a sense of exclusivity that drove many people to seek membership eagerly.
Some design Techniques:
Limited Availability: Introduce items, features, or content with limited availability to create a sense of scarcity. For example, offer exclusive rewards or limited-edition items that are only available for a certain time or to a limited number of users.
Countdown Timers: Use countdown timers to show how much time is left before an offer or event expires. This visual cue can enhance the urgency and encourage users to act before time runs out.
Appointment Dynamics: Implement mechanics that require users to return at specific times or intervals to receive rewards or access content. This technique encourages users to return regularly and maintain engagement.
Exclusive Access: Offer early or exclusive access to new features, content, or events to a select group of users. Gradually expand access to create a sense of anticipation and desire among the wider user base.
Scarcity-Based Rewards: Create rewards or incentives that are only available through special promotions or events. By making these rewards scarce, users are more motivated to participate in the promotion to secure them.
Implementation Tips:
Balance Scarcity with Value: Ensure that the scarcity is perceived as valuable and not frustrating. Overuse of scarcity tactics can lead to user frustration or distrust if users feel they are being manipulated.
Communicate Clearly: Clearly communicate the availability and value of scarce items or opportunities to users. Transparency helps users understand why something is valuable and why they should act quickly.
Avoid Overuse: While scarcity can be a powerful motivator, overusing it can lead to diminishing returns. Use scarcity techniques thoughtfully and in moderation to maintain their effectiveness.
When appealing to this core, you can create a sense of urgency and exclusivity that drives user engagement and motivates them to act promptly to obtain valuable items or opportunities.
Exercise idea: How much does your game appeal to this core drive? Why?
7. Unpredictability and Curiosity taps into the human desire to seek out new information and experiences that are uncertain or unknown. This drive is characterized by the allure of unpredictability, which keeps the brain engaged and motivated to uncover what happens next. It is the force behind many behaviors that involve exploration, discovery, and learning.
Key Concepts are:
Unpredictability: The sense that something unexpected could happen keeps individuals intrigued and engaged. When outcomes are uncertain, people are more likely to continue interacting with a system or activity to discover the result.
Curiosity: Curiosity drives the desire to explore and find out new information. It fuels engagement by making people want to uncover hidden or unknown elements, whether in a game, story, or any other context.
Variable Rewards: Variable rewards, where the frequency or magnitude of rewards is unpredictable, can be highly motivating. This concept is closely related to the Skinner Box experiments, where subjects repeatedly engage in a behavior to receive a reward that is given at random intervals.
Engagement through Mystery: By introducing elements of mystery and surprise, systems can keep users engaged. This can be achieved through narrative twists, random events, or hidden content.
For example:
Loot Boxes: Games like "Overwatch" or "Fortnite" use loot boxes or chests that contain random rewards. The unpredictability of what’s inside the box keeps players invested and eager to open more.
Gacha Systems: "Fate/Grand Order" and "Fire Emblem Heroes" utilize gacha systems where players draw characters or items from a pool with uncertain outcomes, fueling continued engagement and spending.
Mystery Events: Games like "Pokémon GO" feature special events or surprise appearances of rare Pokémon that keep players returning to find out what might happen next.
Some design Techniques:
Randomized Rewards: Incorporate rewards or outcomes that vary in frequency or value. For example, offer users random prizes or bonuses that can be different each time they interact with the system.
Surprise Elements: Add surprise elements to the experience, such as unexpected bonuses, secret levels, or hidden features. The element of surprise can enhance engagement and keep users curious.
Narrative Twists: Use storytelling techniques that involve plot twists or unexpected developments. This keeps users engaged with the story as they anticipate what will happen next.
Progressive Unveiling: Gradually reveal new content or features over time. This technique can maintain user interest as they look forward to discovering new elements.
Gamified Quizzes and Challenges: Implement quizzes or challenges with uncertain outcomes or rewards. For instance, providing users with a chance to win random prizes or achievements for completing certain tasks can drive curiosity.
Implementation Tips:
Balance Predictability with Uncertainty: While unpredictability can enhance engagement, it should be balanced with some level of predictability to avoid frustration. Users should have some sense of control or understanding of the system.
Avoid Exploitation: Be mindful of the potential for addiction or negative consequences, especially when implementing variable rewards or gambling-like mechanics. Ensure that such features are designed ethically and responsibly.
Engage Curiosity Positively: Use curiosity to drive positive interactions and exploration rather than to exploit addictive behaviors. Focus on enhancing user experience and providing value through surprises and new discoveries.
Exercise idea: How much does your game appeal to this core drive? Why?
8. Loss and Avoidance is fundamentally driven by the fear of losing something or experiencing negative consequences. This drive motivates behavior through the avoidance of undesirable outcomes and the preservation of what one already has. It operates on the principle that people are more motivated to prevent loss than to achieve gains, making it a powerful tool in both game design and real-world scenarios.
Key Concepts being:
Fear of Loss: The core of this drive is the fear of losing something valuable or experiencing a negative outcome. This could be anything from a previous investment of time or money to missing out on a limited opportunity.
Sunk Cost Fallacy: People often continue investing in something due to the time, effort, or resources they've already committed, even if it's no longer enjoyable or beneficial. This is known as the "Sunk Cost Fallacy."
Evanescent Opportunities: The sense that an opportunity is fading away or disappearing can drive immediate action. Limited-time offers or rare in-game events utilize this drive to prompt quick decision-making.
Status Quo Sloth: This refers to the tendency to avoid changing one's behavior, often due to the inertia of sticking with the current situation, even if it's less than ideal.
For example:
In FarmVille, players are encouraged to log in frequently to avoid losing their crops. If they don’t harvest their crops in time, they will wither and die, which can be discouraging and prompt them to log in more often.
"Candy Crush Saga": Players lose lives when they fail a level. Losing lives creates a sense of urgency to avoid losing more, pushing players to continue playing or make in-game purchases to avoid losing progress.
Limited-Time Events: Games like "Diablo III" feature limited-time events like the Treasure Goblin, which disappears if not dealt with quickly. This creates a sense of urgency and prompts players to act swiftly to avoid missing out on rewards.
Some design Techniques:
Rightful Heritage: This technique involves making users feel that they have earned or rightfully possess something, which they will lose if they do not act. For instance, a website might show a message like, “You’ve earned 3000 credits! Sign up to keep them!” This makes users feel like they will lose something valuable if they don’t sign up.
Evanescent Opportunities: Create a sense of urgency by introducing opportunities that will disappear if not acted upon immediately. For example, limited-time discounts or exclusive content can drive users to act quickly.
Countdown Timers: Use countdown timers to visually represent the diminishing window of opportunity. This constant reminder of the passing time can heighten the sense of urgency and encourage quicker decisions.
Status Quo Sloth: Design experiences that make it easy for users to stick with their current behavior by turning desired actions into habits. Engaging activity loops and rewards can help users overcome inertia and maintain engagement.
FOMO Punch: Apply the "Fear of Missing Out" to counteract the inertia of Status Quo Sloth. For example, marketing messages that highlight what users might miss if they don’t act can prompt them to make decisions sooner.
Sunk Cost Prison: Encourage users to continue engaging by making their past investments feel valuable. For instance, highlight the time and effort already spent, making it harder for users to abandon the experience without feeling they’ve wasted their investment.
Implementation Tips:
Balance Urgency and Value: Ensure that the sense of urgency does not lead to user frustration. The opportunity or reward should still offer clear value to the user, even with the pressure of loss.
Avoid Exploitation: Use Loss & Avoidance ethically. Overusing fear tactics or creating excessive pressure can lead to negative experiences and user burnout.
Provide Clear Actions: Ensure users understand exactly what they need to do to avoid loss. Ambiguity can lead to denial or disengagement, as users may feel uncertain about how to prevent negative outcomes.
Combine with Other Drives: Integrate Loss & Avoidance with other Core Drives to create a more balanced and engaging experience. For example, pairing it with Core Drive 3 (Empowerment of Creativity & Feedback) can enhance the sense of ownership and motivation.
While this core it can be highly effective in prompting immediate actions and increasing engagement, it should be used thoughtfully and in combination with other motivational techniques to ensure a balanced and positive user experience.
Exercise idea: How much does your game appeal to this core drive? Why?
In the minute 4:00 of the following video, you can find an explanation on how to apply the framework.
Exercise idea: Using this tool from his website, analyze your game with the Octalysis framework in mind.
Another very interesting way to understand engagement is to understand what kind of audience the game will have.
The Bartle taxonomy of player types is a classification system for different styles of play. It categorizes players based on their preferred activities and interactions within a game in four primary player types:
Achievers: These players focus on in-game goals, such as leveling up, accumulating points, and completing quests. They derive satisfaction from achieving objectives, collecting rewards, and showcasing their progress.
For example: In "World of Warcraft," Achievers might aim to reach the maximum level, complete all achievements, and collect rare mounts and gear.
Explorers: Explorers enjoy discovering new areas, finding hidden secrets, and learning about the game world. They are driven by curiosity and the desire to uncover the game's lore, mechanics, and content.
For example: In "The Legend of Zelda: Breath of the Wild," Explorers would spend time uncovering every corner of the map, solving all puzzles, and discovering hidden shrines.
Socializers: Socializers are primarily interested in interacting with other players. They enjoy building relationships, communicating, and participating in group activities. For them, the social aspect of gaming is the most rewarding.
For example: In "Animal Crossing: New Horizons," Socializers might spend their time visiting friends' islands, trading items, and participating in community events.
Killers: Killers thrive on competition and often seek to dominate others. They enjoy PvP (player versus player) interactions, engaging in combat, and asserting their superiority over other players.
For example: In "Fortnite," Killers would focus on achieving victory in battle royale matches, aiming to outlast and eliminate all other players to be the last one standing.
It's important to note that most players exhibit a blend of these motivations, and their preferences can change depending on the game and context.
What about people who actively try to break the game?
Exercise idea: What kind of players will your game appeal to? Why?
Self-Determination Theory is a macro theory of human motivation and personality that focuses on people’s inherent growth tendencies and innate psychological needs. The theory emphasizes three basic psychological needs:
Autonomy: The need to feel in control of one’s own behaviors and goals.
Competence: The need to gain mastery of tasks and learn different skills.
Relatedness: The need to feel a sense of belonging and attachment to others.
When these needs are satisfied, individuals experience enhanced self-motivation and mental health. Conversely, when these needs are thwarted, individuals may experience diminished motivation and well-being.
Self-Determination Theory can be used as well in game design to enhance engagement and satisfaction. Here’s how:
Autonomy: Games can provide players with a sense of control over their actions and decisions. Designers can amplify this sense of autonomy by:
Presenting the player with choices.
Rewarding as feedback or encouragement.
Giving non-controlling instructions.
For example: open-world games like “The Legend of Zelda: Breath of the Wild” allow players to explore the game world at their own pace and choose how to approach various challenges. This sense of freedom can increase intrinsic motivation and enjoyment.
Competence: Games can offer players opportunities to develop and demonstrate their skills. This can be amplified by:
Opportunities to unlock new things related to their skills such as abilities or skill trees.
Challenging or bonus objectives.
Controls / mechanics that can be mastered.
For example: puzzle games like “Portal” challenge players to think critically and solve complex problems, providing a sense of accomplishment when they succeed. This can enhance players’ feelings of competence and mastery.
Relatedness: Not only with multiplayer and communities, but also with responsive and interesting AI characters.
For example: Games like “World of Warcraft” encourage players to collaborate and form social bonds, which can satisfy the need for relatedness and enhance the overall gaming experience.
This theory can be a powerful tool in prototyping stages by helping the game designer predict if or how players will be motivated to complete the goals. By fulfilling these psychological needs, developers can also create more engaging and satisfying experiences for players. This approach not only improves player retention but also contributes to their overall well-being
Exercise idea: How does your game appeal to each one of these psychological needs? Why?
Maslow’s Hierarchy of Needs is a psychological theory that describes the stages of human needs, from basic physiological needs to self-actualization.
Players will always search for experiences they cannot experience in real world specially, most of the times they will be dragged in to the fantasy of the classical trope "from rag to riches".
This hierarchy can help set the mood of the game and understand better player progression through gameplay.
The use of this hierarchy is very well explained by Extra Credits:
Exercise idea: How does your game integrates with each one of the levels of the pyramid?
For an extra theory, check out the following video by Game Design Thinking:
The MDA Framework by Robin Hunicke, Marc LeBlanc and Robert Zubek breaks down games component in three layers:
Mechanics: Which are the foundational rules, systems, and components that govern a game; they define how players interact with the game world and with each other.
Mechanics encompass the core actions, choices, and behaviors that players can engage in. They are the building blocks of a game and can include things like movement, combat, inventory, resource gathering, puzzles, and more.
For example: In the game "Tetris," the mechanics include the falling tetromino blocks, the rotation and positioning controls, and the clearing of lines when they're filled.
Mechanics can even be further broken down, as four different types:
Quantity: Represents numerical aspects like health points or resources.
For example: Mario's health points (2 when big, 1 when small).
Spatial: Pertains to the physical space and positioning within the game.
For example: Mario's height (2 blocks when big, 1 block when small).
State: Involves the conditions or statuses that can change over time.
For example: Mario being big or small affects his health and abilities.
Action: Relates to the activities that cause changes in state or position.
For example: Mario eating a mushroom or taking damage from an enemy.
Dynamics: The game in motion; the emergent behaviors that arise as players interact with the mechanics. These describe how the game's systems and rules come together to create gameplay experiences. Dynamics include the patterns of player behavior, strategies, challenges, and outcomes that result from the interaction of mechanics.
For example: In the game “Pacman” players realize that avoiding ghosts while eating dots is key to survival. Strategies might emerge as players learn the movements of each individual ghosts.
Aesthetics: which refer to the emotional and psychological responses that players experience when engaging with the mechanics and dynamics of a game. It's all about the feelings, moods, and overall player experience that the game evokes. They encompass various aspects such as enjoyment, challenge, curiosity, fantasy, narrative engagement, and social interaction.
For example: In the game "Journey," the aesthetics might include the sensation of flying gracefully through the environment, the fantasy of exploring a mysterious world, the emotional narrative conveyed without explicit dialogue, and the fellowship experienced when encountering other players on the same journey.
The original MDA framework proposed eight different aesthetic categories:
Sensation: Immediate sensory gratification.
Fantasy: Immersion in an imaginative world.
Narrative: Engagement with a story or plot.
Challenge: Overcoming obstacles and achieving goals.
Fellowship: Social interactions and cooperation.
Discovery: Exploration and uncovering hidden aspects.
Expression: Player creativity and self-expression.
Submission: Relinquishing control to experience emotions.
EXERCISE IDEA: Decide any game you have played or are playing recently. Do an MDA analysis of the tutorial part of the game.
While very popular, this framework has faced several critiques over time. Here are some of the general criticisms:
Narrative Design Integration: MDA does not clearly incorporate narrative design, making it difficult to fit narrative elements into the framework.
Linear Approach: MDA is often seen as a linear process, where designers first create mechanics, which then lead to dynamics, and finally result in aesthetics while game design is a more iterative and non-linear in practice.
Neglect of Context and Culture: The framework does not sufficiently address the cultural and social context in which games are played, which can significantly influence player experience and interpretation.
Aesthetics as Broad and Vague: The term "Aesthetics" in the MDA framework is considered too broad and vague, encompassing a wide range of emotional responses and experiences without clear guidelines on how to achieve them.
Example: Capturing the specific emotional response elicited by a horror game like "Resident Evil 7" might be challenging within the broad category of "Aesthetics."
Separation of Design and Analysis: The MDA framework tends to separate the roles of the designer and the player, focusing more on analysis rather than the collaborative and emergent nature of game design.
Example: In games with strong community-driven content like "Minecraft," the emergent play and community contributions are integral to the game experience, which may not be fully addressed by MDA.
Difficulty in Predicting Dynamics: Predicting the dynamics that emerge from mechanics can be difficult, and MDA does not provide detailed methods for anticipating or testing these emergent behaviors.
Example: In complex strategy games like "StarCraft II," the emergent strategies and player behaviors can be unpredictable, challenging designers to anticipate all possible dynamics.
Wolfgang Walk in his blog post proposes some changes to address the issues from the MDA framework and provide a more comprehensive and practical design model.
The components are of this variation of the original frameworks are:
Design: All elements under the direct control of the designer, subdivided into three categories:
Blueprint: Conceptual design, including the game world, mechanics, narrative, and style. This is the planning and documentation phase.
Mechanics: The implementation of the game in code, including game architecture, rules, and object handling.
Interface: The physical representation of the game, including graphics, sound, and interaction design. This is what the player directly interacts with.
Dynamics: Very similar to the same component in MDA, this describes the interaction of designed elements and their behavior during gameplay. Dynamics are influenced by both the designer’s intentions and the player's actions, resulting in what we could call "gameplay experiences". The designer should look out for the following relationships:
Player with the game.
Player with themselves.
Game with the game itself.
Experience: Replacing “aesthetics” with “experience,” this component focuses on the player's journey, taking into account sensory, emotional, and intellectual experiences.
It divides the perception of the experience in these parts:
Senses: The sensory experiences from visuals, sounds, and interactions.
Cerebellum: The emotional journey through the game, what kind of emotions the player is feeling through it.
Cerebrum: The intellectual challenges and decisions encountered during gameplay.
In conclusion, the DDE framework emphasizes the importance of iterative design, where every element can be adjusted to achieve the desired player experience. It also highlights the need to integrate narrative design into the overall design process, recognizing its critical role in shaping the player’s journey.
EXERCISE IDEA: Decide any game you have played or are playing recently. Do an DDE analysis of the tutorial part of the game.
This lesser known variation of the MDA framework, created by Robert Zubek (One of the creators of the original MDA Framework) aims to be a more refined and updated version of the first framework. Is components are the following:
Mechanics: Game elements, rules, narrative, player's inputs and outputs... When these are put together they form systems. Taking into account that games are a medium of agency, of "acting in the world", these could also be divided in the following building blocks:
Nouns: Game elements
Verbs: Actions the player can take
Grammar: Rules and how they work together
The player would experience these mechanics by first using the "Nouns", then the "Verbs" and finally the "Grammar".
Example: Mario (Noun) bumps (Verb) a "?" block from below, then it spawns a coin (Grammar)
Example: Mario (Noun) hits (Verb) a Goomba from the side, then it dies (Grammar)
Gameplay: Mechanics in motion, with its many permutations and combinations. This is an uncertain area, which designers will have only a rough idea on all these combination possible.
Experience: Emotions fostered through its mechanics. Designers don't have control but can design with these in mind.
For example: The designer should not create heavy-skill-based mechanics for a game that is supposed to be relaxing.
Exercise idea: Decide any game you have played or are playing recently, check its tutorial and answer the following questions: How do mechanics create engaging gameplay? How does this gameplay support the player's experience? Why do you think the experience meet your expectations? Pick a mechanic that you think it's not working and propose a modification.
Now that the components of a game are understood, the designer must start seeing these in a bigger-in-motion picture.
A gameplay loop is a repeatable sequence of actions that players engage in throughout a game. This loop forms the core of the player’s experience and keeps them coming back for more. Essentially, it’s the cycle of activities that players perform repeatedly, which can range from simple actions like jumping and avoiding obstacles to more complex tasks like organizing raids and distributing loot.
There are several types of gameplay loops, each serving different purposes:
Core Loop: Sometimes called Main Loop, provides a broad overview most repeated actions of the game or primary activities. It should be designed so that an average player can understand what they will be doing in the game without delving into detailed mechanics. After reading the main loop, one should know the game’s basic resources, the rules it operates on, the actions needed to achieve the game’s objectives, and the obstacles that might hinder progress. This type of loop is often used when pitching a game.
For example: in a first-person shooter, the core loop might involve spotting enemies, shooting them, and advancing to the next target. Here and here more examples can be found.
Progression Loop: This loop focuses on the player’s advancement through the game, such as leveling up, unlocking new abilities, or obtaining rewards. It often complements the core loop by providing a sense of progression and achievement.
For example: In "The Witcher 3" players undertake and finish quests, gain experience points from the quests and then level up their character and unlock new abilities.
Nested Loop: it resembles a normal loop but with a key difference: each loop has a defined endpoint before it starts, and players don’t need to complete one loop before beginning another. For instance, a player can jump on a brick while simultaneously casting a spell or performing a simple attack.
When creating a nested loop, it’s essential to detail every small element of the game, including input/output mechanics, player movement, and behavior. This ensures that a programmer can understand the game’s logic and start working on the project immediately. A nested loop should contain multiple loops within it.
Dual Loop: A dual loop gives players the option to either end their session after completing the first loop or continue playing through both loops, thereby extending their session.
This type of loop is commonly used in games that involve resource farming and expanding a specific instance, particularly in strategic games. The dual loop is considered one of the core loops and is not a subcategory of other game loops.
For example: In "Clash of Clans" players construct and upgrade their base, then they can choose to attack other player's bases. This can be repeated or stopped after one loop.
Here are some tips on how to incorporate these:
Identify the Core Action: Determine the primary action or set of actions that define your game. Is it jumping? Is it shooting? This will form the basis of your core loop.
Balance Rewards and Challenges: Ensure that the gameplay loop provides a balance between rewards and challenges. This keeps players motivated and engaged.
Iterate and Playtest: Continuously refine your gameplay loops through iteration and playtesting. This helps identify any issues and ensures that the loops are fun and engaging.
Tailor to Your Audience: Design your gameplay loops with your target audience in mind. Different players have different preferences, so it’s essential to create loops that resonate with your intended player base.
Create a Sense of Progression: Incorporate progression loops to give players a sense of advancement and achievement. This can be done through leveling up, unlocking new abilities, or obtaining rare items.
Exercise idea: What is the core loop of your favorite game? What other loop types can you find?
Here, in this video from Apo Fox, the reader can find some really nice tips as well:
Exercise idea: What is the core loop of your game? Define all of the existent loops by type as well.
Check out this amazing website by Sean Howard: https://www.squidi.net/three/ It is literally three hundred interesting mechanics ideas that might give you some inspiration.
According to Donela Meadows, a system is a set of elements or parts that is coherently organized and interconnected in a pattern or structure that produces a characteristic set of behaviors, often classified as its function or purpose.
In game design, all the systems that are included in the game should have a meaningful purpose. Usually systems are self organized an emergent, which means that when designers don't have in account systemic game design and players play the game, unexpected results might occur.
All games have systems, but there is a difference between a game with systems and a game that enables systemic, emergent gameplay.
There are two ways to think about this:
First is analyzing the type of system based on their connections:
Simple systems: Linear in a way that makes them disconnected from each other.
Example: A game where you find items but you can't use them at all.
Complicated systems: Broad but not deep. They have many parts, but not connected to each other.
Example: A game where moving towards the next zone, doesn't affect the previous explored one, remaining static.
Example: Games that have content for the sake of it.
Complex systems: With interconnected parts that affect many other aspects of the game. This doesn't mean that the game is complex to play or understand.
Example: Chess has simple rules but there are tons of patterns that can be used when playing it.
Example: Any RPG. The more enemies defeated, the more XP and coins, the more XP and coins means stronger weapons and abilities which means even more powerful enemies to fight... etc.
Second is in the spectrum between order and chaos:
A completely ordered system which is not surprising at all and behaves as expected.
Example: A clock.
A periodic system, which are close to complete order and happen at a regular intervals.
Example: Having the need to sleep in "Stardew Valley".
An emergent system which is not necessarily meant to happen.
Example: Upgrades that players choose or not in "League of Legends".
A completely chaotic system that won't have a way to be predicted.
Example: A coin toss.
A system is always composed of these basic components:
Resources: The entry points of resources into the system. Coins, experiences when defeating enemies are created in that moment just to reinforce the player.
Stocks: Places that store and distribute resources, such as the inventory or the UI that shows the amount of wood pieces. These resources will later be able to be used either by the choosing of player (Adding points to a certain skills) or not (Leveling up).
Sinks: Sinks eliminate the resource from the system and optionally transport them to another system (Your coins spent in the shop stay in the shop's wallet).
Converters: These take one or more resources and transform the into another. Such as crafting systems that change one resource to another.
Traders: These usually take one or more resources and gives another resource or resources back, both parties keeping the traded sources such as a trader that saves the items you sell to them.
Remember that, as a system, all of these components work together and never in isolation.
Here in this video from Game Maker's Toolkit, the reader can find very interesting examples of systemic design:
As a final note in systemic game design, it is important to take in account that the player will experience two types of feedback loops:
Reinforcing feedback loops: constantly reinforce certain behavior either by constantly adding or removing resources. The majority of systems that the player will interact with are these. These loops destabilize the system, which is not as a bad thing, since winning is a point of no return to the system.
For example: Combat system with XP.
Balancing feedback loops: These loops tend to try to balance the game. The best way to perfect these is by playtesting.
For example: Enemies that level up as the player levels up.
Exercise idea: What systems does your game use? Which type are they? How could you make it more complex? Where are the reinforcing loops? And the balancing loops?
Sometimes the designer might find roadblocks or mechanics that just don't work. Here is where the SCAMPER technique can be really useful. This technique is a creative thinking method used to generate new ideas or improve existing ones. It stands for Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse. Here’s how each element could be applied to game design:
1. Substitute: Replace one element of the game with another.
Example: Replace manual backtracking with a fast travel system to improve player convenience.
2. Combine: Merge two or more elements to create something new.
Example: "Cuphead" initially featured only boss fights, but Studio MDHR combined them with run-and-gun levels to add variety and depth.
3. Adapt: Adjust or tweak elements to fit a new context or improve functionality.
Example: "God of War" hides loading screens behind cutscenes known as “squeeze blanks” to maintain immersion and keep the game flowing.
4. Modify (or Magnify/Minify): Change the size, shape, or other attributes of an element.
Example: Adjust the camera height or distance to give the player a better view and enhance gameplay experience.
5. Put to Another Use: Use an element in a different way.
Example: In "Crash Bandicoot", the spin move is used to break crates and defeat enemies. In another game, the spin could be used to deflect bullets.
6. Eliminate: Remove or simplify elements to streamline the game.
Example: Replace an overly complex lock-picking mechanic with a simple key or one-button prompt to reduce frustration.
7. Reverse: Change the order or direction of elements.
Example: "Bioshock" “Would you kindly?” twist reverses the idea that players have autonomy and free will, creating a memorable narrative moment.
Remember that even if you are just exploring new concepts, you should always give the SCAMPER model a try.
Players are constantly making decisions, conscious or not. When a specific part of your prototype is not working and the reason to why is not clear enough, it is always useful to ask the player the following information:
What is happening before making a certain decision?
If they are confused or did that randomly: Give them information.
How does the player know a decision is available?
If they don't know: Make it clear.
How does the player make the decision?
Make it lean. Eliminate unnecessary steps, improve the information flow, enhance responsiveness and standardize the processes.
What are the consequences of said decision?
They don't feel it? Make it impactful.
How are those consequences communicated to the player?
Communicate it to them in every way possible.
Some interesting decisions to give could be:
Tradeoffs, an advantage with a disadvantage
Example: More HP but less attack
Risk versus reward, big risk for big reward, either long or short term.
Yomi decisions: Let them try to anticipate their rival's mind (Other players or CPU) to adjust strategies.
Planning: Give them information to be able to plan ahead their tactics.
To conclude, it is important to never give players blind decisions. They always should have enough information to perform at least one action. Also avoid meaningless decisions with no real consequences or feedback, such as a choice between Attack +2 or Attack +10 and avoid taking control from the player as much as possible.
It is always easy to underestimate the importance of creating user interfaces that are easier to use. Any kind of person should be able to navigate through the UI without trouble. The primary goal of the designer is to make the interface self-evident, so the players are able to understand it without thinking too much.
When a piece of UI is not working or the designer is not sure of it, it is always right to ask "DUDE ELM":
Delightful: Is it enjoyable or fun?
Useful: Does it do something that people need done?
Desirable: Do people want it?
Effective: Does it get the job done?
Efficient: Does it do it with a reasonable amount of time and effort?
Learnable: Can people figure out how to use it?
Memorable: Do they have to relearn it each time they use it?
For more about usability, check out this talk.
Playing games can be a really good source of inspiration, but by merely playing, the designer will never learn to be a better game designer. By using this technique, the designer will be able to properly analyze and learn from other video games by asking questions with different perspectives in mind:
The information hat: Stop at any moment of the game. What information do you have right now? How did you acquire it? Don't assume previous knowledge!
The Analytic hat: Record your screen and take notes while playing. Analyze only a specific aspect of the game, like jumping. Pass this aspect through any of the previous theories mentioned.
The emotions hat: Note down your emotions before, during and after a certain part of the gameplay. Analyze why a part of the game did you feel that specific emotion. Note that this can be very subjective.
Dark patterns in games are techniques used by game designers to create unwanted negative experiences for players, often benefiting the game designer at the expense of the player’s enjoyment. Here are some common dark patterns with examples:
Pay-to-Win: Players can purchase items or abilities that give them a significant advantage over others. For example, in some mobile games, players can buy powerful weapons or characters that make it easier to win.
Loot Boxes: These are virtual items that players can buy without knowing what they will get. This can lead to addictive behavior as players keep purchasing in hopes of getting rare items.
Time Gates: Players must wait for a certain period before they can continue playing or progress faster by paying. For instance, in many mobile games, players have to wait for energy to refill or pay to speed up the process.
Grinding: Games require players to perform repetitive tasks to progress, often encouraging them to spend money to skip the grind. An example is the extensive grinding required in some MMORPGs.
Manipulative UI: The user interface is designed to trick players into making unintended purchases or actions. For example, placing the “buy” button where players are likely to click accidentally.
Despite being very successful monetarily speaking, these patterns can lead to negative experiences and even addiction, so it’s important to be aware of them and make informed choices when playing games.
Exercise idea: Identify dark patterns in a recent mobile game you have played.
Extra Credits does a great job explaining the Dark Patterns:
This is probably one of the best resources in the whole internet. These work alongside with the book "The Art of Game Design: A Book of Lenses", which is one of the most extensive and complete game design books. Pick any of these lenses, maybe because your game needs to work better in one of these aspects or just because you want to test it and answer the questions on the card.
The job as designers involve numbers. In this part, I will only talk about probabilities and how to handle them properly.
It is very important to understand what kind of probabilities your game will use:
Independent probability: The result is independent of previous results. Traditional role playing games use this type of probability a lot.
For example: Throwing a dice. A 6 face dice, has a 1/6 probabilities of getting a 6 any time it is thrown.
Dependent probability: The result is dependent of the previous results. In general, this type of probability gives more opportunities for strategic decision making.
For example: Playing cards. A discarded card will modify the final outcome. Poker is mainly based on players calculating the probability of getting a specific card.
Mechanics can have a mix of both, and the important thing is to analyze which are being used and when in order to create interesting decisions for the players, as well as to communicate the information properly to the players beforehand, when using dependent probability.
Communicating independent probability might be more troublesome since always having 1/10 chances of landing an attack for example might cause confusion in players, that might think that after 10 tries they will be able to land at least one attack, which is not true. Modifying this mechanic to use independent probability instead, would not be a bad thing.
Gabriel Chauri mentions that for some reason, players might feel more frustrated when failing a percentage based action rather than a dice throwing action, probably due to its tactile and familiar nature. This doesn't mean that the designer should not use percentages, but that these could create more frustration, at least in theory.
Other things to consider are:
The amount of content per time will be consumed. How many characters will be unlocked in one hour? How many scenarios? etc.
What will influence the replayability of a game is to give content that always feels fresh, novel and fun. These are the three ways that replayability can be affected:
Handmade elements: Creating the whole content by hand.
Pros: More control over the experience.
Cons: Almost no replayability.
Random generation: Random numbers, random timers, random dices...
Pros: Add replayability and surprises.
Cons: Little control over experience.
Procedural generation: Content created not by the designer, but by the rules dictated to the system and algorithms.
For example: Setting up rules that determine which items will spawn depending on the player's state.
Pros: It adjusts to the game current status.
Cons: Requires a lot of planning and it is very difficult to test.
Most of the games use a combination of these three.
For example: In "Binding of Isaac" rooms are handmade created and randomly placed in the dungeon, while loot and monsters are procedural generated.
Exercise idea: Decide which types of elements your game will have, then create an excel with all the possible probabilities that the game will use.
A very important skill every game designer should master is how to prototype. This part of the process is incredibly important in order to validate (or not) parts of the idea or even the whole idea itself.
Some studios will have technical game designers who’s whole job will be to prototype and validate ideas in engine. However, (technically) the designer does not need to know how to program in order to validate an idea.
Before creating the prototype, the designer should ask themselves the following questions:
What is the goal of this prototype? is it SMART?
Specific: A precise description of what is to be accomplished,
Measurable: Progress is visible and tracked.
Attainable: What actions are needed to make it happen.
Relevant: Meaningful and realistic.
Time- bound: Estimated time for completion.
What is the minimum viable product (MVP)?
What is the Core diagram?
Core Loop: What is the most frequent purposeful interaction?
Secondary mechanics: What are the less frequent interactions?
Progression loop: How is the progress managed?
Narrative: What is the context for overall goal?
Note that the prototype must be quick and dirty, easy to understand and scope-appropriate.
Exercise idea: Think on the prototype you want to make then answer these mentioned questions.
Prototyping can be done using simple, easy to use tools for example:
Paper prototyping: Ranging from paper sketches, Dnd campaigns , Legos to physical models, this is the easiest to do.
Here, here and in the following video we can find very interesting examples:
Art prototyping: Using slides or even interactive slides with initial concepts is a good way to go as well. Any of the following websites will prove useful for this:
http://twinery.org/ (For more narrative focused games)
Pseudo coding prototype: Create the interactive experience without the need of coding. I recommend to master this one, since it's the fastest.
Gdevelop -> This is the best one and I use almost daily. 100% recommended.
Coding prototype: If the designer has strong coding skills, they can always program it directly in their preferred engine. Though I recommend to take a "speed code" mentality towards a "good code" mentality. After all, the objective is to test the prototype, not to code the actual game.
Unreal/Unity/Game Maker / Construct... etc.
Exercise: Check out Gdevelop, its tutorials and do a small prototype with the engine.
To conclude, prototype and playtesting is vital. Check out these next two videos to see how Jonas Tyroller gives feedback to prototypes and how Brackeys explains how to playtest a game.
If the designer, with really good ideas in his mind is not able to communicate said ideas effectively; if the designer is not able to create excellent documentation, all the potential will be lost. The design won't be understood by anyone.
One important concept to understand before starting to specify each type of document is the difference between a high level concept and a low level concept is.
High-level concept provides an abstract overview of a game's mechanics or systems. It focuses on the general principles and ideas without diving into technical specifics. This level of design is useful for initial brainstorming, pitching ideas, and explaining concepts to people unfamiliar with game development.
For example: In a stealth game, the player’s detection depends on whether they are in light or darkness. When spotted, a detection meter fills up, and if it reaches the top, the player is detected.
This description is straightforward and captures the essence of the game mechanic without overwhelming detail. It’s beneficial for communicating broad concepts and for early stages of design when changes are frequent.
High level thinking is used during the early design phases, when creating prototypes, or pitching ideas. It’s more about the vision and overall flow rather than specifics.
Low-level concept involves the technical details and specific implementations of game mechanics. It includes precise numbers, statistics, and algorithms that dictate how the game functions. This level of design is crucial for developers, especially when coding and refining the game.
For example: The player's visibility is quantified by statistics: if in darkness, visibility is low, making detection possible only within 3 feet. Detection rating is 1.5, so the meter fills at a rate of 1.5 points per second. The meter fills up in 4 seconds if no other factors are involved.
This detailed approach helps in precise implementation and adjustment of game mechanics. It allows developers to tweak variables and understand the underlying systems driving the gameplay.
Low level thinking is used more as the production moves forward. It ensures the game functions as intended and allows for detailed testing and debugging.
The Game Design Document (GDD) is a communication tool for between the designer and the rest of the team to explain the design of the game itself and will be constantly updated.
Rather than being a single huge document, the GDD should be composed of multiple documents or even better: a wiki, which is especially useful for team collaboration by minimizing time spent searching for specific information.
Game designers, most of the time don't work alone and should aim to create engaging and accessible documents.
There is no universal template suitable for all game types; while templates can be a helpful starting point, different projects may have unique requirements. It is advisable to develop a customized template that fits the specific needs of each game project.
The first step is to build the reduced version of it, the game design concept document. Here is content that each game design concept document (Sellers, 2017) should at least include:
HIGH LEVEL CONCEPT / DESIGN
This part is also called the "One Page".
1. Name of the Game
Indicate whether it is the final name or a development name. Regardless, it should be as catchy as possible.
2. Technical Information
Genre (Here is a huge list of all the genres: https://pixune.com/blog/video-game-genres/).
Target Audience: Potential age, gender, ESRB rating for the game and any specific relevant motivation from them.
Platforms of Release: PC, Mobile, console, tablet, fridge...
3. Brief Introduction
A concept statement; a description of the game in one or two phrases that say what the game is and why it's fun. A good way to create this introduction is to summarize the mood, main mechanics and the player's objectives.
4. Unique Selling Point (USP)
This is critically important. Describe what makes the game unique and how it stands out from others.
These could be:
A. Mechanics that we have never seen
Crazy example: Platformer mixed with RTS.
B. A context that has not been explored yet
Crazy example: Time traveler but cave men.
C. Something different that hasn't been done before. (Careful, if it's too different it might scare the publishers)
Crazy example: A platformer ARG mixed with an actual obstacle course in AR.
A good way to explain a USP could be, imagine (known) genre/context/product but with (new) change/twist.
It should raise questions and interest.
PRODUCT DESIGN
5. Player Experience and Game POV:
Who is the player? What is the setting? What is the fantasy the game grants the player? What emotions do you want the player to feel? What keeps the player engaged for the duration of their play?
The Three C's: Characters, Controls, Camera
Detail controls for each platform, preferably using lists, tables, or diagrams.
Avoid duplicating control keys in the mechanics section to prevent confusion.
Use references where necessary to clarify points.
6. Art and Music References:
Focus on the desired emotional response from players rather than specific instructions.
A detailed mood board will help.
While concept art is not 100% required in the early stages of preproduction, these can help communicate the game's feel and mood.
User Interface (UI) Design
Suggestions can be made, with larger projects typically having dedicated UI designers.
Propose the information for each screen and the screen flow, outlining transitions between scenes/menus.
Early planning helps artists and programmers understand UI complexity.
7. Game World Fiction:
Briefly describe the game world and any narrative in player-relevant terms (as presented to the player). If you want a starting point on how to structure your story check this PDF by Ian Bousher.
8. Monetization:
How will the game make money? Premium purchase? F2P? How do you justify this within the design?
9. Technology and Scope:
2D or 3D? Gdevelop or Unity? How long to make, and how big a team? How long to first-playable? How long to complete the game? Major risks?
DETAILS AND GAME SYSTEM DESIGN
10. Core loops:
How do game objects and the player’s actions form loops? Why is this engaging? How does this support player goals? What emergent results do you expect/hope to see? If F2P, where are the monetization points?
11. Objectives and Progression:
How does the player move through the game, literally and figuratively, from tutorial to end? What are their short-term and long-term goals (explicit or implicit)? How do these support the game concept, style, and player-fantasy?
12. Mechanics and Systems:
Outline the mechanics and systems players use to achieve their objectives, ordered from most to least important.
Focus on player actions and proceed from macro to micro, explaining systems, mechanics, and components.
Use headings and subheadings for organization.
This section can be divided to first explain the overall system connections, then detail each system and its mechanics.
That would be all for the document. Here are some additional tips that might help:
Be specific whenever possible and use consistent terminology; for example, choose either "player" or "hero" and use it consistently.
Avoid vague descriptions in section 12. Instead of saying, "When the player defeats monsters, they drop gold," be precise and write, "A goblin drops 15 gold upon defeat."
Prioritize completion over perfection, as this is an iterative process that will be updated over time.
Use visual aids such as diagrams, tables, and sketches to enhance clarity.
Avoid repetitiveness and break up large blocks of text with bullet points for easier reading.
Lastly, separate story elements from design elements in section 12.
Exercise: Write the first design document of your game.
Now, as mentioned before, each GDD will look different due to different needs arising on each project. The designer will need to adapt and update the documents / wiki constantly in order to provide documentation for the team.
For some inspiration, here are some GDD examples:
Gran Theft Auto GDD: https://drive.google.com/file/d/1Wbp61Tt61pnn6Xp2KojoV06Y-gGLQxCY/view?usp=drive_link
The Doom Bible: https://5years.doomworld.com/doombible/
Narbacular Drop GDD (Portal predecessor): https://drive.google.com/file/d/1w0MkGroT2Vi-j9VgsYiON2b6742FcDef/view?usp=drive_link
GDD Template by Mike Sellers: https://drive.google.com/file/d/1mY5MTg0QkXZeIva7bwR-x1Wjx1m_adxd/view?usp=drive_link
GDD as a wiki Example by Rosa Carbo: https://rosacarbo.notion.site/Game-design-template-0132383574dd4c2dbff5d14e3a90761c
For more documents: https://gamedocs.org/
To conclude, here is an excellent video about pitches by Timothy Cain about design documents:
A pitch is a communication and selling tool. Similar to the documentation mentioned before, there is not a single formula for the pitch. Depending on the project and/or publisher requirements it will change in content and in time (5min- 30min).
I strongly recommend to always ask the publisher what they want to see in the pitch and how much time the team will be able to present. Some publishers even have pitching guides for their specific needs.
After all, every publisher will be different, ranging from investing in only the marketing to funding the whole project.
As a starting point, here is what a pitch should always have in general terms:
An elevator pitch, a short description of your game. Keep it short and concise.
The USP, what makes your game cool and different.
Why should you be the one to do this? Highlight your team's experience and expertise.
A vertical slice of your game. Both in video (Between 1-2 minutes) and as an executable you can share at the end
Some very general tips:
Despite not being something mandatory (Or even common) in pitches, I strongly recommend to always, start with a short gameplay trailer. If the trailer is good enough, it will evoke some feelings and mood to the viewers, making them more interested and open to new ideas, therefore, listening to you.
A very important thing to consider is the key art (The art used in posters, Steam Page, the pitch, advertisements...). This serves as the first impression when you present, so it is essential to have exceptional key art. Chris Zukowski recommends investing in key art as it is one of the few elements worth the expenditure.
When talking about gameplay, use visuals to demonstrate the core loop effectively. I highly recommends using GIFs instead of still images or screenshots. (A good way to do this is by recording with the OBS app and converting it to GIF with ezgif)
Don't just list mechanics or systems, but justify why these will be so engaging for the players.
Always focus in the concept, the vision and the pillars. These are the most critical things the publisher will need.
If it is a strong point, give a high level overview of the context/narrative of the game. Logline formulas can help a lot on keeping this short and straight to the point.
Avoid using huge walls of text. Use as many visual cues as possible (But don't just add art for the sake of adding it, it has to support what the presenter is saying). You want people to listen to you, not to read the presentation. Use bullet points instead if you need the text. Sometimes icons will be enough.
If there is more than 30 seconds between one slide or another, the viewer might get bored.
Don't use complicate transitions between slides. It makes people lose the focus.
Talk about Target Audience/Market Positioning: This is mostly about the genre and demographics of players you are targeting. Also useful to show similar titles and how you're positioning yourself with respect to them. Note that depending on the publisher, they might not want to see this in the pitch.
If you have followers, wishlist's... Traction, show it. A reference for the order of importance could be:
Steam wish list/followers -> mailing list subscribers -> Discord members -> social media followers.
If you have put an alpha demo out, show number of players and median playtime, and any positive feedback you got. If you had a successful Kick starter, talk about it.
Show market opportunity. Depending on the genre this will be easier or harder, for example, if you are making a platformer/puzzle etc. game, this will be hard. But if you're making a strategy/simulation/survival etc. game there is plenty of data to back it up in several blogs.
In addition to reading blogs, use tools like SteamDB, VGInsights, and Game-Stats to gather data on how similar games in your genre are performing. Include numbers for both successful and poorly performing titles to create a balanced perspective. Create some rough estimates and position your game's potential performance somewhere in the middle. This approach provides a realistic and data-driven projection for your game's success.
You need a production plan. Depending on the publisher, during the pitch they will like to see more or less of it. What is certain is that you will need a project management plan.
One thing that could be included in the pitch is a timeline with key milestones leading up to and following the release. This demonstrates a pragmatic understanding of the game development process and helps publishers assess if your release window aligns with their schedule. A well-defined timeline can enhance credibility and show that you have a structured plan for bringing the game to market.
You need a budget plan. A good starting point is to research the cost of similar games have been developed in the past. The publisher will know how much your game cost so give a realistic number and never ask for less money than is needed.
If you have an industry veteran on the team, highlight it.
Before starting work on the pitch, make sure to check this must-see video:
Watching elevator pitches from other developers is a great way to find inspiration.
Another video from the great Timothy Cain. It is recommended to jump to 09:00 for the key points.
Excel with a list of festivals to pitch by Chris Zukowski:
Excel with a list of publishers by Seyed
Exercise: Write the first version of the pitch of your game.
A Level is a vehicle that will carry the player from one system to another. It's a space that, with the correct design, it will affect the emotions and overall experience of the player, and it will make the game happen within boundaries.
A level must always be believable, not necessarily realistic.
Level design involves planning the stages, maps, missions, quests... within a video game. Not only their layout but their events, obstacles, enemies, objectives... that the player might find through the game.
It is important to understand that good level design does the following:
Makes a level fun to navigate.
Does not rely on written words.
Tells the player what to do but not how, so the player has some amount of freedom to approach problems in different ways.
Constantly teaches the player something new, by introducing or subverting new mechanics.
Is surprising, either by the aesthetics or the elements in the level.
Empowers the player, lets them feel the impact of their actions.
Is always easy, medium and hard dynamically in different parts of the levels.
Is efficient by using modularity, bi directionality and non-linearity.
Creates emotion.
Is driven by the games mechanics.
Note that the process explained in the following part, is heavily inspired by Steve Lee's teachings. Depending on the type of game, these tools might not fit 100% of the needs of a specific process. It is recommended to check how other creators work on different types of levels.
The process of creating a level follows five steps:
Core loop definition: First, write down the series of repeated actions that will be the foundation of the gameplay of your game. It is important to acknowledge that designers will have to use two types of loop based on their time cycle:
Short: These are very satisfactory in the moment but player retention might be hard. (The player might not find motivation to keep playing after a while). These come with "moment to moment goals"
Long: These give a more delayed satisfaction, but the player retention is easy, if. (It gives an abstract source of motivation to keep playing) . These come with "high level goals".
For example: In Pokemon, the short loop is finding monsters, fighting and deciding to capture them or not, then start again. The long loop would be, entering a new zone, finding the gym, fighting the leader and getting a badge, then entering the new zone.
Exercise idea: What will be the short and long loops in your level?
Pre-production / Context study: Before start sketching the level, it is recommended to make a study of context of the game.
Study the types of environments the levels are based
Gather real-life references
Gather concept art.
Architecture and geology will always be the main points.
For example: The Middle Earth will not play the same as New York.
Exercise idea: Make a mood board specifying the context of your level.
Level concept document: This is all the previous work done before creating the first version of the level. Note that this document is not created in a linear way, but more as an iterative process. The parts this documents should have are:
Goals of the level: The what, why and how. The goal can't be just "make a level", try to always have specific intentions and things you want to practice or achieve.
What is the end goal of the player?
What is the playtime of the level?
Where is it situated?
For example:"I want to make a short tutorial (3 minutes) for Half life 2, which will serve as a piece in my portfolio, showing textbook level design skills, like light narrative, puzzles, implementation of gameplay… etc."
Theme: A simple, understandable and scalable goal.
For example: Escape the Combine (HL2)
Main Elements: What are the intractable ingredients (Mechanics and systems) that this level will feature? No need to specify to the atomized part, just a display of the elements that will be in your disposal during this level.
For example: (HL2) Combine metro police and soldiers, head crabs and zombies, civilians, explosive barrels, car, crossbow, shotgun, SMG, Physic objects... etc.
Elements here could be divided in three types, depending on how they will affect the contrast of the level:
Physical:
Timing elements: which give capability to anticipate moves
Reflex: Reactions to a situation
Precision: Sweet spot to succeed a certain action
Endurance: The ability to button smash and complete complex combos
Mental:
Tactical strategy: Premeditated plan before performing an action.
Logical association: Understanding and linking patterns to create a bigger picture, understanding that A+B is C.
Observation: A lean understanding of details.
Control:
Actions: Any direct actions the player can do.
Combinations: two actions at the same time
Gameplay Beats / Types of contrast: What are the different style of gameplay through the level? Any game should have a bit of contrast in its playstyle. It's always useful to write down the things that you will want to have in, see them in the big picture, then work from there.
For example: Sneakiness, starting with just a melee weapon, getting a pistol, getting a vehicle... etc.
Questions: Temporal questions the designers will have or make when designing the sequence.
For example: How can the player escape the first room? Through a vent or by using the crowbar then breaking the door?
Sequence: How does the level start? How does it end? What is in the middle? What are the important parts? Write it down in a sequence or in a graph. I recommend a graph where the flow of the level can be seen in a more organized way. Don't forget to mention all the relevant decisions the player can make through each one of the sections.
It is recommended on to explain how the narrative will be expressed through the level as well.
Also, dividing the level in sections with objectives and its estimate playtime per section is always a good idea.
For example: You would first start with something like the following:
Level starts in a cell with player wondering where they are.
They realize they've been captured.
Player starts to wonder how they can escape - They feel stuck.
Maybe player can see a guard through a hole in the door to their cell.
(...)
Player spots a potential escape vehicle somewhere outside through a window.
Escape through vents? Multiple entrance from vents into a few different rooms.
Level ends with player escaping.
Depending on the linearity of the game, the level can have:
Linear paths: from point A to B, very straightforward.
Forked path: giving options to the player.
Spiderweb paths: Similar to any open world game, where the player can choose any way to go in any order.
It's always good to watch level designers such as Steve Lee design a level for Doom:
Exercise idea: Following these steps, create the first version of your level concept document.
Once all the core pieces are set in place, the sketch (Either in a 3D software or even in 2D paper) can start. It is important to keep in mind that:
This is just a sketch, to see the main parts of the level.
It need annotations of the gameplay beats, elements… and it has to be clear.
Artistic details should not be added in this stage.
A great tool that could be used for sketching the first layout is Draw.io or Virtual Graph Paper.
In the paper of Level Design Patterns for 2D Games, Ahmed Khalifa, Fernando de Mesentier and Julian Togelius , put together some patterns or techniques that are used in 2D games, but I consider that it could be extrapolated in 3D as well.
These techniques are:
Guidance: The use of non-verbal game elements to guide players in an intended direction. This encompasses all the techniques that can be used to achieve this, such as:
Level shape (Spatial communication).
Use of collectibles.
With hazards.
With Enemies.
Example: In “Super Mario Bros.,” coins are often placed in a line to guide players towards the correct path.
Safe zone: Zone where the players are not exposed to negative interactions. This creates breathing pockets of air to plan and recover for the next action. These are often used in spawn points, to not give them punishment before they are aware of their surroundings and can be sometimes not obvious, making the player identify them by observing patterns
Example: In “Celeste,” the campfires serve as safe zones where players can take a break and plan their next move.
Fore-shadowing: A part where the level designer will hint that something will happen later, such as introducing the player to an element under a controlled environment, before this element is more integral to the game. This will be very helpful in order to teach players new game mechanics without tutorials. Once the players know more about these mechanics, the level designer will be able to present more challenges to them. Foreshadowing also helps to instigate the players curiosity, making them excited about future possibilities, specially in exploratory games.
Example: In “Dark Souls” seeing a powerful enemy in the distance prepares the player for an upcoming boss fight.
Layering: Layering is the pattern of combining multiple objects to create a new experience. It often relies on Foreshadowing to be able to present a fair challenge. The most common use of layering is to introduce new and harder challenges without the need to present new elements to the player. The use of layering will create a whole new experience, making the players to use their skills and strategy in order to overcome the obstacle.
Example: In “Metroid,” players can explore different areas of the map by unlocking new abilities that allow access to previously unreachable places.
Branching: Branching is the pattern of providing the player multiple paths to reach their objective.
This can be used for:
Provide a false sense of choice.
Give actual choices.
Conditional branching: Where the player needs to meet a specific requirement.
To create a risk-reward scenario.
Example: In “Undertale,” players can choose to fight or befriend enemies, leading to different story lines and endings.
Pace-breaking: Pace breaking refers to purposely changing the dramatic arc of the game from one scene to the next. Audio and visual cues are sometimes the best tools to convey the emotion. It’s commonly used to:
Increase tension (Alongside with Layering).
Decrease tension (Alongside with Safe Zones).
Common more specific situations:
Lowering tension before a boss, changing the scene and music.
Lowering tension to let players test their new abilities or explore new environments.
Lowering tension before a big climax.
Increasing tension to create choke points, tighter spaces with unavoidable conflict.
Example: In “Ori and the Blind Forest,” intense platforming sections are often followed by calmer exploration areas to provide a balance.
To conclude it is important to note that these patterns are meant as convention to improve player experience and not requirements to create a quality game. These patterns work individually but it is common for them to be used in conjunction.
For example: Layering multiple hazards can create tension, resulting in Pace Breaking. Locket doors can foreshadow future branches.
It is important to experiment with these and not be limited by them.
Here are some common issues the designer might find when testing their level:
Too much empty space: Is the player always sprinting?
For example: In “No Man’s Sky,” the vast procedural generated planets often felt empty and repetitive, leading to a lack of engagement for players.
Camera too far away: Does the character get lost? Are they too tiny?
For example: In “Assassin’s Creed Unity,” the camera sometimes pulled too far back during parkour sequences, making it difficult for players to navigate tight spaces and see their character clearly.
Level is too flat: Adding up, down directions might give more layers of contrast and drama for the players.
For example: “Mass Effect: Andromeda” faced criticism for its flat and uninspired planet surfaces, which lacked the verticality and complexity seen in previous games in the series.
Everything looks similar: You never want your level to feel the same thing over and over again, we need variation.
For example:“Anthem” struggled with repetitive environments, where many areas looked and felt the same, leading to a monotonous experience for players.
Layouts feel too generic: Most levels should emphasize what’s great about this specific game. You should focus on what your game is different, and showcase that to the players.
For example: “Fallout 76” was criticized for its generic and uninspired level design, which failed to capture the unique charm and atmosphere of previous Fallout games.
The level is too linear : Every person will play the game differently, so you should make it so it can be experienced in different ways (Within the possibilities of your game and specific situation).
For example: “Final Fantasy XIII” was often criticized for its linear level design, which restricted player exploration and made the game feel more like a series of corridors rather than an open world.
Everything is too symmetrical: Is the space too symmetrical? Symmetrical choices make the choices boring (Things like placing the enemies symmetrically, props in the room…) If you have to work on something that is symmetrical, populate it with asymmetrical elements , like putting the entrance on a side, changing the point of view of the player.
For example: Everything is too symmetrical: In “Mirror’s Edge Catalyst,” some levels had symmetrical layouts that made parkour routes predictable and less challenging, reducing the overall excitement of the game.
Exercise idea: Create the first version of the level in sketch and add it to your level concept document.
While Level design is a part of game design, it's a whole complete specialty. I am not specialized in Level Design at all, and for that, it is recommended to check more sources, such as Level Design Book or GDC talks such as the following:
Now that most of the important information has been created, it's time to edit the Level Design Document (LDD).
Here is an example of what the contents should be the following:
Overview:
Setting and location definition.
Goals of the level.
Sequence by areas of the level.
Beat definition (What gameplay styles are in the level).
Total and per areas playtime.
Difficulty per area.
Environment:
Visual theme per area and mood definition.
General moodboard and per area moodboards.
Story.
Element list and loops
Level flow graph
Level Layout sketch
Exercise idea: Create the Level design document.
Designing games is a never ending adventure. As a designer you will have to learn a little about a lot. In order to keep improving I recommend:
Read a loots of books about lots of different topics. Different points view and different ways to design.
Play a lot! But not only games you might like. Learn to analyze and play at the same time.
Rest. Do something away from games as a routine. Good ideas really do come when you will be doing something unrelated.
Share your prototypes to different types of players, not only other designers. Observe silently when they are playing your games. Listen careful about their feedback. What did work? What could be improved? What are their emotions during the gameplay?
To conclude, there is never an end on game design. There will always be new things to learn, so for that, here is an extensive excel with lots of resources to keep your investigation going:
You might be thinking on building a portfolio, check out this video to know more about it:
I'm extremely thankful to any reader that has arrived this far. I hope this was useful for you :)