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Designing Games

Designing Games

A Guide to Engineering Experiences
by Tynan Sylvester 2013 413 pages
4.45
100+ ratings
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Key Takeaways

1. Game design is about crafting engines of experience

A GAME is an artificial system for generating experiences.

Experiences, not objects. Games are unique in their ability to generate a wide range of emotions and experiences through player interaction. Unlike other media, games don't just present a story or spectacle; they create a system that produces countless variations of play. This system combines mechanics (rules and interactions), events (outcomes of those mechanics), and emotional triggers to create a meaningful experience for the player.

Emotional engagement is key. The goal of game design is to evoke emotions in players. These emotions can range from excitement and triumph to fear and sadness. Designers use various tools to create these emotions:

  • Anticipation of rewards
  • Challenges that test skills
  • Social interactions
  • Narrative elements
  • Aesthetic experiences

Balancing act. The art of game design lies in balancing these elements to create a cohesive and engaging experience. This requires understanding how different components interact and how players perceive and respond to them.

2. Elegance in game design maximizes depth while minimizing complexity

Elegance happens when mechanics interact in complex, nonobvious ways. But this same complexity and nonobviousness makes elegant design very difficult to achieve.

Simplicity breeds complexity. Elegant game design creates deep, engaging experiences from simple, easy-to-understand mechanics. This is achieved through:

  • Mechanics that interact with many other mechanics
  • Rules that are simple to learn but difficult to master
  • Systems that can be used in multiple ways

Emergent gameplay. The key to elegance is emergence – when simple rules combine to create complex, unexpected outcomes. This allows for:

  • Strategic depth
  • Replayability
  • Player creativity

Balancing act. Designers must carefully balance the desire for depth with the need for accessibility. Too much complexity can overwhelm players, while too little depth can lead to boredom.

3. Skill and balance are essential for engaging gameplay

To cause emotion, an event must change some HUMAN VALUE.

Skill creates engagement. Games that challenge players' skills create more engaging experiences. This involves:

  • Clear feedback on player performance
  • Gradually increasing difficulty
  • Opportunities for mastery

Balance for fairness and depth. Well-balanced games provide:

  • Equal opportunities for players of different skill levels
  • Multiple viable strategies
  • Interesting choices with meaningful trade-offs

Emotional investment. When players feel their skills are being challenged and their choices matter, they become emotionally invested in the outcome. This emotional engagement is what makes games compelling.

4. Narrative in games is a unique blend of scripted and emergent storytelling

WORLD NARRATIVE is the story of a place, its past, and its people. It is told through the construction of a place and the objects within it.

Multiple narrative tools. Games can tell stories through:

  • Scripted events and cutscenes
  • Environmental storytelling
  • Player choices and consequences
  • Emergent narratives from gameplay systems

Player agency and storytelling. Unlike traditional media, games allow players to influence the story. This creates unique challenges and opportunities:

  • Balancing player freedom with narrative coherence
  • Creating stories that adapt to player choices
  • Using game mechanics to reinforce narrative themes

Environmental storytelling. Game worlds can tell stories through:

  • Architecture and layout
  • Objects and artifacts
  • NPC behaviors and dialogues

5. Decisions are the core of player engagement and emotional investment

To feel a possible future, the player must sense and understand it.

Meaningful choices. Engaging games present players with decisions that:

  • Have clear consequences
  • Offer multiple viable options
  • Align with the game's themes and mechanics

Emotional weight. Decisions in games create emotional engagement by:

  • Presenting risks and rewards
  • Tapping into human values (e.g., survival, loyalty, power)
  • Creating anticipation and suspense

Balancing information. Designers must carefully control the information available to players:

  • Too little information makes decisions feel random
  • Too much information removes the challenge
  • The right balance creates tension and engagement

6. Interface design is crucial for seamless player interaction

The goal of input design is to achieve synchronization between a player's intent and in-game action.

Intuitive controls. A well-designed interface allows players to focus on the game, not the controls. This involves:

  • Consistent and logical button mappings
  • Clear visual and audio feedback
  • Customizable options for different playstyles

Information presentation. Interfaces must convey crucial information without overwhelming the player:

  • Use of visual hierarchies to prioritize information
  • Contextual displays that show relevant data at the right time
  • Intuitive icons and symbols

Accessibility. Good interface design considers players of all abilities:

  • Colorblind modes
  • Adjustable text sizes
  • Alternative control schemes

7. Iterative development is key to refining game mechanics and player experience

ITERATION is the practice of making short-range plans, implementing them, testing them, and repeating.

Rapid prototyping. Iterative development allows designers to:

  • Test ideas quickly
  • Identify and fix problems early
  • Refine mechanics based on player feedback

Flexibility. Iteration promotes adaptability in game development:

  • Allows for changes based on new insights
  • Helps identify unexpected player behaviors
  • Facilitates the discovery of emergent gameplay

Playtesting is crucial. Regular playtesting throughout development:

  • Reveals issues not apparent to designers
  • Provides insights into player behavior and preferences
  • Helps refine difficulty and pacing

8. Market positioning and value curves determine a game's success

A VALUE CURVE is a graph that compares games by rating them on the different kinds of market value that they offer to players.

Unique selling points. Successful games offer something unique or superior to competitors:

  • Novel mechanics or combinations of mechanics
  • Exceptional execution of established genres
  • Unique artistic or narrative experiences

Target audience. Understanding the target market is crucial:

  • Identifying underserved player segments
  • Tailoring game features to specific player preferences
  • Balancing niche appeal with broader accessibility

Value proposition. Games must offer clear value to players:

  • Entertainment value
  • Social experiences
  • Intellectual or emotional stimulation
  • Sense of achievement or progression

9. Knowledge creation and testing are fundamental to game development

The purpose of playtesting isn't to find technical problems or gather marketing data. It is to understand how the game design works when put into action.

Diverse knowledge sources. Game designers draw from various disciplines:

  • Psychology and human behavior
  • Systems theory and economics
  • Art and aesthetics
  • Technology and programming

Playtesting methodologies. Effective testing requires:

  • Clear objectives for each test
  • Diverse groups of testers
  • Methods for gathering both quantitative and qualitative data

Iterative refinement. Knowledge gained from testing should inform design:

  • Identifying and addressing pain points
  • Amplifying successful elements
  • Balancing difficulty and pacing

10. Understanding dependencies helps prioritize design elements

A DEPENDENCY is a relationship between two parts of the design such that changes in one part would force changes in the other.

Identifying core mechanics. Designers should focus on establishing the fundamental gameplay loop first:

  • Essential mechanics that define the game experience
  • Systems that other features will build upon
  • Elements that are most likely to remain stable throughout development

Managing complexity. Understanding dependencies helps:

  • Prevent wasted work on features that may change
  • Identify potential ripple effects of design changes
  • Plan development schedules more effectively

Flexibility in design. Recognizing dependencies allows for:

  • More efficient iteration
  • Easier integration of new ideas
  • Better adaptation to unexpected challenges or opportunities

Last updated:

FAQ

What's Designing Games: A Guide to Engineering Experiences about?

  • Focus on Game Design: The book explores the principles and craft of game design, emphasizing the creation of engaging player experiences through mechanics and emotional triggers.
  • Engines of Experience: It introduces the concept of games as "engines of experience," where mechanics generate events that provoke emotions, leading to a rich player experience.
  • Iterative Process: Tynan Sylvester advocates for an iterative approach to game design, emphasizing continuous testing and refinement of ideas.

Why should I read Designing Games: A Guide to Engineering Experiences?

  • Comprehensive Insights: The book offers deep insights into game design, valuable for both aspiring and experienced designers looking to enhance their skills.
  • Expert Insights: Tynan Sylvester shares his experience from working on major titles like BioShock Infinite, providing practical advice grounded in real-world applications.
  • Encourages Creativity: It promotes a culture of openness and experimentation, encouraging readers to think creatively and push the boundaries of traditional game design.

What are the key takeaways of Designing Games: A Guide to Engineering Experiences?

  • Mechanics and Events: Understanding that mechanics define how a game works, while events are generated through player interaction with those mechanics.
  • Embrace Uncertainty: Accepting uncertainty in game design is crucial, as designers can never fully predict how a system will play out.
  • Importance of Iteration: The book stresses the significance of iteration in the design process, advocating for short-range planning and continuous testing.

What is the concept of "engines of experience" in Designing Games?

  • Mechanics Generate Events: Games are described as engines that use mechanics to generate events, which in turn provoke emotions in players.
  • Emotional Triggers: These events are designed to trigger specific emotions, creating a rich and engaging player experience.
  • Player Interaction: The interaction between players and mechanics is central to this concept, as it shapes the overall narrative and experience.

How does Designing Games define "elegance" in game design?

  • Efficiency in Design: Elegance is maximizing emotional power and variety while minimizing the player's comprehension burden and developer effort.
  • Emergence and Interaction: Elegant designs allow simple mechanics to interact in complex ways, generating a wide range of experiences from minimal input.
  • Example of Elegance: Games like checkers illustrate elegance, with simple rules creating countless unique experiences.

What is the "Goldilocks zone" in relation to game difficulty in Designing Games?

  • Optimal Challenge Level: The Goldilocks zone refers to the ideal balance of challenge where a game is neither too hard nor too easy for players.
  • Skill Barrier and Ceiling: Every game has a skill barrier (minimum skill needed) and a skill ceiling (maximum skill achievable), with the Goldilocks zone between these limits.
  • Player Engagement: Maintaining this balance is crucial for keeping players engaged and ensuring they feel a sense of accomplishment without frustration.

What is the Dependency Stack method in Designing Games?

  • Understanding Dependencies: The Dependency Stack analyzes relationships between game elements, helping designers identify component dependencies.
  • Cascading Uncertainty: Changes in foundational elements can lead to cascading uncertainty, affecting higher-level designs.
  • Building Upward: Designers are encouraged to start from the bottom of the stack and work upward, ensuring foundational elements are solid before adding complexity.

How does Designing Games address player motivation?

  • Dopamine and Motivation: The book discusses how dopamine drives motivation, emphasizing that players are motivated by the anticipation of rewards.
  • Intrinsic vs. Extrinsic Motivation: Sylvester argues that extrinsic rewards often undermine creativity, highlighting the importance of meaningful work.
  • Fostering a Positive Climate: A supportive work climate enhances motivation, encouraging risk-taking and innovation.

What is the Progress Principle in Designing Games?

  • Daily Progress Matters: Regular, visible progress is a key motivator for creative individuals, contributing to good inner work life.
  • Small Wins: Achieving small wins boosts motivation and engagement, creating a sense of momentum and satisfaction.
  • Visual Indicators: Organizing work to make progress visible, such as using to-do lists, helps maintain motivation and encourages continuous effort.

What is the Fallacy of Vision in Designing Games?

  • Misleading Mental Movies: The fallacy refers to the misconception that a mental image of a game equates to a solid design.
  • Ignoring System Complexity: This fallacy can lead designers to overlook complexities and trade-offs in creating a game.
  • Encouraging Realism: Designers are advised to envision both best and worst-case scenarios, creating more realistic and robust designs.

What are flow gaps and how can they be avoided according to Designing Games?

  • Definition of Flow Gaps: Flow gaps are periods when players have nothing to engage with, leading to boredom and frustration.
  • Causes of Flow Gaps: They can occur due to delays in gameplay mechanics, such as long animations or menu transitions.
  • Solutions: Designers should ensure players always have decisions to make, even during downtime, by introducing alternative actions or maintaining a steady pace.

What are the best quotes from Designing Games and what do they mean?

  • "Flow feels good forever.": Emphasizes the importance of maintaining flow in a game for sustained player enjoyment and immersion.
  • "Balancing means adjusting game mechanics.": Highlights the ongoing process of balancing mechanics to ensure fairness and depth, essential for engagement.
  • "Nobody knows anything!": Reflects the unpredictability of the market and challenges designers face in anticipating player preferences and trends.

Review Summary

4.45 out of 5
Average of 100+ ratings from Goodreads and Amazon.

Designing Games receives overwhelmingly positive reviews, praised for its comprehensive coverage of game design principles, psychology, and development processes. Readers appreciate the book's well-written, insightful content, practical examples, and applicability beyond gaming. Many consider it an essential resource for aspiring game designers and developers. Critics note its occasional theoretical focus and some contradictions with the author's later work. Overall, the book is highly recommended for its valuable insights into creating engaging, emotionally resonant gaming experiences.

Your rating:

About the Author

Tynan Sylvester is a game designer and author known for his work in the video game industry. He wrote "Designing Games: A Guide to Engineering Experiences," which has become a widely respected resource in game design. Sylvester's background includes experience with various game genres, particularly first-person shooters. He is also the designer of RimWorld, a popular colony simulation game known for its complex, emergent gameplay. Sylvester's approach to game design emphasizes creating emotional experiences and balancing various elements to craft engaging, meaningful games. His writing style is praised for being accessible and insightful, making complex design concepts understandable to both novices and experienced developers.

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