Why this book makes you build games instead of just reading about them
The only way to become a game designer is to make games. This book is a set of exercises, not a text to memorize.
What a game designer actually does
Fullerton opens with a quote from psychologist C.G. Jung: inventing good games is one of the hardest things people can do. Her definition of the job is worth memorizing, because the whole course flows from it:
Notice the two halves: means (what players can do) and motivation (why they want to). Rules alone are not a game. A designer builds the conditions for that thing players just call "fun": some mix of challenge, competition, and interaction.
She also frames games as ancient. Digital games are just the newest expression of something every human culture has done. That matters because the appeal of games was never about technology. It comes from the experience of the players.
Why games matter now (the numbers she cites)
- U.S. game industry revenue reached about $36 billion in 2017, more than the domestic movie box office.
- 97% of American teens play games; nearly a third play every day.
- The average game player is 35 years old, so this is not a kids-only medium.
- Over 400 game design programs exist worldwide. Interest in game design as a career is exploding the way screenwriting did when film grew up.
Fullerton's credentials: she designed games for Microsoft, Sony, MTV, and Disney, then spent 20+ years building the USC game design program. Her students made flOw, Flower, and Journey (thatgamecompany) and worked on League of Legends, Bioshock 2, and What Remains of Edith Finch.
Her method: three steps, and no code at first
Her approach is "exercise driven and extremely nontechnical." She does not want you building your ideas in software right away. Why? Because the complexity of software hides the structure of your game from you. Paper, index cards, and acting things out let you see what works and what doesn't.
| Step | What you learn | Where in the book |
|---|---|---|
| 1. Understand how games work | Rules, procedures, objectives. What is a game? What makes one compelling? | Part I (this is where you are now) |
| 2. Conceptualize, prototype, playtest | Build rough physical or digital prototypes, put them in players' hands, revise from feedback | Part II |
| 3. Understand the industry | Where the designer fits on a team and in the business | Part III |
The three most important skills in game design, in her words: prototyping, playtesting, and revising your system based on player feedback.
The Part 1 opener adds one more idea. We play games to learn skills, feel achievement, connect with friends and family, and sometimes just pass time. Her advice: ask yourself why you play. Understanding your own answer is step one. She calls her whole approach : design for the player's experience no matter what platform you build on.
Check yourself
Why does Fullerton tell you NOT to build your first design in software?
Which of these is the designer's job, according to the Introduction?
What are the three most important game design skills she names?
The designer is the player's advocate, and the process is a loop
Your first job is to be an advocate for the player. You do that by setting player experience goals, prototyping on paper, playtesting early, and iterating until the experience matches the goals.
Advocate for the player
A designer is like an architect drafting a blueprint or a screenwriter writing a script: you plan the structural elements of a system that, when players set it in motion, creates the experience. You create the objectives, rules, and procedures, and you think up the dramatic premise.
But the role "first and foremost" is to see the game through the player's eyes. It's easy to get seduced by graphics, story, or new features. Players may say they love the art, but they won't keep playing unless the gameplay hooks them. Let the art director worry about imagery, the producer about budget, the technical director about the engine. Your job is superior gameplay.
Why you need playtesters
When you start, your view of the game matches a new player's. After months of tweaking, you lose objectivity. restore it. Watch where they look, where they touch the screen, when they get stuck or bored, and write down everything they say.
Fullerton lists the excuses designers use to skip playtesting (tight schedule, fear that feedback will force changes, cost, "only big companies do that") and says all of them cost time, money, and creative heartache in the end. Many designers who do playtest only do it at the end of production, when it's too late to change the essential design.
Learning to listen to players means "gauging reactions, interpreting silent moments, studying feedback, and matching those with specific game elements." Chapter 9 covers how to run professional-quality playtests. For now: playtesting is the heart of the whole process. Like any living system, a game transforms during development. No rule is set in stone; no technique is absolute.
The party host metaphor
Designing a game is like hosting a party. You set out food, music, and decorations, then open the doors and see what happens. The party isn't real until the guests arrive. A game, likewise, is only fully realized when players participate. Game design is not one-way communication.
Passions and skills a designer needs
The one thread all great designers share: a passion for games and play. Testing your own game for the ten-thousandth time becomes work, and passion is what gets you through. On top of that:
Why childhood is such rich material: kids are "particularly engrossed in playing games." They make games and learn social order through play, so your own childhood games are raw material.
Her closing point: "What matters is not the spark of an idea but what you do with that idea once it emerges." That's where process comes in.
Player experience goals (not features)
The playcentric process starts by bringing the player in as early as possible. The first way to do that is to set : descriptions of the interesting situations you hope players find themselves in. They are not features. Her examples:
- "Players will have to cooperate to win, but the game will be structured so they can never trust each other."
- "Players will feel a sense of happiness and playfulness rather than competitiveness."
- "Players will have the freedom to pursue the goals of the game in any order they choose."
None of those say how the goal will be built. Features get brainstormed later, then playtested to see if they hit the goal. The hardest thing for a beginner is to see past features to what players are actually thinking and feeling as they make choices.
Prototype and playtest early
Right after brainstorming, build a physical prototype of the core mechanics: paper, pen, index cards, or even acting it out. Play it with friends and perfect it before a single programmer, producer, or artist joins. In the industry, testing core mechanics often happens late, and flaws get found too late to fix. Professional user researchers like Nicole Lazzaro (XEODesign) and Dennis Wixon (Microsoft) are becoming more important, especially for new, inexperienced players on phones and tablets, but you don't need a test lab to use the playcentric approach.
Her rule: don't begin production without a deep understanding of your player experience goals and core mechanics. Once production starts, changing the software design gets harder and harder.
Iteration: the loop you'll use all semester
means you design, test, and evaluate over and over, improving each time, until the player experience meets your goals. Here's the loop:
This loop applies to everything from the first concept to final QA. The full process she lays out has seven steps:
| Step | What happens | Key output |
|---|---|---|
| 1. Brainstorming | Set experience goals, generate concepts, narrow to the top three | One-page treatment for each |
| 2. Physical prototype | Pen-and-paper version; playtest it | 3–6 page gameplay treatment once it works |
| 3. Presentation (optional) | Pitch to secure funding or team buy-in | Demo art + gameplay treatment |
| 4. Software prototype(s) | Rough digital models with cheap temporary graphics | Working core gameplay in code |
| 5. Design documentation | Capture goals for the team; often a wiki, not a giant static doc | A living collaboration tool |
| 6. Production | Full team, sprints, keep testing; changes should get smaller and smaller | The game |
| 7. Quality assurance | Gameplay should already be solid; focus on usability and accessibility | Shippable build |
Her warning on step 6: production is "when most game designers actually wind up designing their games," which causes the time, money, and frustration problems. Do the design work in steps 1–4.
Sidebar: Eric Zimmerman's SiSSYFiGHT 2000 case study
Zimmerman (co-author of Rules of Play) describes iterative design as "test, analyze, refine. And repeat." For the online game SiSSYFiGHT 2000 (schoolgirls fighting for playground dominance), the team first defined play values, then built the very first version with Post-it notes around a conference table, with Zimmerman acting as the computer. Next came a text-only IRC version, then the real build. Beta testing revealed players turtled defensively, so they added a penalty for "cowering" twice in a row.
His key phrase: game design is a . Designers create rules, but players experience play, which only emerges when the rules are inhabited. That's why you can't script it in advance and must test.
Prototypes in the industry, and designing for innovation
Many studios skip the physical prototype and go straight from concept to writing the design. That works only because most games are variations on existing mechanics, which makes them derivative from the start. Once programmers and artists are cranking, changing core gameplay becomes nearly impossible.
Electronic Arts built an in-house preproduction workshop around physical prototyping. Glenn Entis's advice: make it "fast, cheap, public, and physical." If the team isn't arguing over the prototype, they aren't sharing ideas. Smaller studios use game jams (like the Global Game Jam) to prototype fast.
By "innovation" she means: unique mechanics beyond existing genres, appealing to new players, new platforms (phones, VR, AR, gestures), games that integrate with daily life, new business models, and hard problems like integrating story and gameplay, deeper empathy for characters, and games for learning. Real innovation "seldom comes from the first spark"; it comes from long-term experimentation with players.
Designers you should know (and two perspectives)
The chapter has a sidebar of foundational designers. You don't need every detail, but recognize the names and their signature contribution:
| Designer | Known for |
|---|---|
| Donkey Kong, Mario, Zelda, Pikmin. Added story and emotion to arcade play. | |
| SimCity, The Sims, Spore. Games about creating, not destroying; no set goals. | |
| Civilization, Pirates! "Father of PC gaming." | |
| Deus Ex, System Shock, Thief. Free-form, player-authored gameplay. | |
| Wizardry, Jagged Alliance, the analog series The Mechanic is the Message (see Ch. 3). | |
| Magic: The Gathering. Invented the collectible card game. | |
| Uncharted, Legacy of Kain. Cinematic game writing. | |
| Populous, Black & White. Pioneer of "god games." | |
| Dungeons & Dragons, ancestor of every RPG. | |
| Ultima series; Ultima Online pioneered MMOs. | |
| Co-created Centipede; the only woman in Atari's coin-op division. | |
| Fairchild Channel F; invented the game cartridge. |
Designer Perspective: Christina Norman (Riot Games, Mass Effect 2)
Became a designer at age 9 as a D&D dungeon master. Got into BioWare as a programmer after being rejected as a designer. Her rule: "I don't build games for myself." On Mass Effect 2, guns "worked" in the first game (an invisible die roll decided hits) but felt weak. She learned that making something work is different from making it feel great. Advice: play many games, watch other people play, listen to your team regardless of their job title.
Designer Perspective: Warren Spector (Deus Ex)
Started in board games at Steve Jackson Games, then TSR, then Origin. Influences: Ultima IV (choices with consequences), Super Mario 64 (simple controls, deep play), Ico (holding a character's hand created real emotion). Games are "an experiential shoe store": they let you walk in anyone's shoes. Advice: learn to program, get a broad education, communicate well, and above all make games. "There's no room here for dilettantes!"
Check yourself
Which of these is a player experience goal rather than a feature?
The designer's role "first and foremost" is to be…
In the iterative loop, what should you do if playtesting shows the idea is fundamentally flawed?
Fullerton says the most important skill a designer can develop is…
What was the first prototype of SiSSYFiGHT 2000?
Glenn Entis (EA) says a prototype should be…
What do Go Fish and Quake have in common? Everything that makes them games.
All games share eight formal elements that give them structure, and dramatic elements that make players care. A game is a closed, formal system that engages players in structured conflict and resolves its uncertainty in an unequal outcome.
The Go Fish vs. Quake comparison
Fullerton picks two games that could not look more different: a public-domain card game for 3–6 players, and a copyrighted 3D real-time shooter for one. Yet you'd call both games instantly. So what do they share? She walks through both descriptions and pulls out eight things they have in common. These are the : the structure without which a game stops being a game.
The two games as she describes them
Go Fish. Three to six players, standard 52-card deck. The dealer deals five cards each; the rest go face down in a draw pile. Player to the dealer's left starts. On your turn you ask a specific player for a specific rank ("Chris, please give me your Jacks"), and you must already hold at least one card of that rank. If Chris has any, he hands over all of them and you go again. If not, he says "Go fish!" and you draw. If you draw the rank you asked for, show it and go again; otherwise the turn passes to the player who said "Go fish." Four of a kind is a "book," shown and discarded face down. The game ends when someone runs out of cards or the draw pile is empty; most books wins.
Quake (single player). You control a character in a 3D world who can walk, run, jump, swim, shoot, and pick things up, with limited armor, health, and ammo. Eight weapons (axe, shotgun, double-barreled shotgun, nail gun, perforator, grenade launcher, rocket launcher, thunderbolt), each tied to a specific ammo type. Power-ups boost, protect, heal, or make you invisible, invulnerable, or able to breathe underwater. Enemies range from rottweilers and grunts to shamblers; hazards include water, slime, lava, traps, and teleporters. The enemy Quake uses "slip-gates" to send death squads into your bases. Four episodes of five to eight levels each. Goal: stay alive and clear each level of enemies.
The eight formal elements
| Element | What it means | Go Fish | Quake |
|---|---|---|---|
| Voluntary participants who accept the rules and actively make decisions | 3–6 players competing with each other | One player vs. the game system | |
| What players are trying to accomplish. Films and books give you no objective; games do | Make the most books of four | Stay alive, complete the level | |
| The actions or methods of play the rules allow. In digital games, the controls | Deal five, ask a player for a rank, draw | Walk, run, jump, swim, shoot, pick up | |
| Define objects and concepts, limit behavior, prescribe what happens in situations | Cards go face down; you must hand over a requested Jack | Eight weapons; shells only fit shotguns | |
| Objects with value because they are useful and scarce | Cards of each rank | Weapons, ammo, health, power-ups | |
| Rules and procedures keep you from reaching the goal directly | Ask one player at a time, risk losing your turn | Maze of enemies and hazards blocks the exit | |
| The game's rules apply only inside the game, not in real life | Conceptual: the social agreement to play | Physical: the 3D level's walls in code | |
| Uncertain, but there will be a measurable, unequal result (winner, loser) | Most books wins | Survive or die |
A few details from her walkthrough of each element:
- Players. What other entertainment demands active participation from its consumers? Musicians and actors participate, but music and theater are made for an audience. A player is a voluntary participant who both partakes in and consumes the entertainment: active, decision-making, invested, a potential winner.
- Procedures create interactions that would never happen outside the game. You'd never ask one player at a time for Jacks if you could search the deck. Following the inefficient procedure is exactly what confirms you're playing a game.
- Rules imply authority, yet no referee is named in either description. The authority comes from the players' implicit agreement to submit to the experience. Break the rules and "in a very real way, you are no longer playing the game."
- Resources. Go Fish uses direct exchange of resources between players; Quake's resources are fixed in place by the designer. Resources can be used, combined into new things, or bought and sold in markets.
Two ideas hiding inside "players" and "boundaries"
(Bernard Suits): players voluntarily adopt rules that require "worse rather than better means" to reach an end. In golf, the efficient thing is to walk over and drop the ball in the hole. Players instead hit it with a stick from 400 yards away, because they've accepted the rules. That acceptance is part of the player's psychology you design for.
(Johan Huizinga, Homo Ludens): the temporary world where the game's rules apply instead of ordinary rules. "The arena, the card-table, the magic circle, the temple, the stage, the screen" are all "temporary worlds within the ordinary world."
Outcome vs. objective
These are different. Everyone can achieve the objective (make books), but other factors decide who wins. And uncertainty is what keeps people playing. If one player is so far ahead that the result is obvious, everyone agrees to quit. A chess player who sees she can't win concedes. Unlike a favorite movie, a game depends on not knowing the ending. Players invest emotion in that uncertainty, so crafting a satisfying, measurable, unequal resolution is the designer's job.
Why she calls them "formal"
Scholars from conflict studies, economics, psychology, sociology, and anthropology have all asked what games are; Salen and Zimmerman synthesize those views in Rules of Play. Fullerton's goal is not a definitive taxonomy but a shared vocabulary for the playcentric process. Understanding traditional structures also lets you experiment with alternatives (she points to the experimental game Cloud). Innovation may require going beyond these elements to the edges of what we call games.
Engaging the player: the dramatic elements
Formal elements give structure, but what makes players care? Some players love pure abstract challenge, but most need an emotional connection. Fullerton introduces these here and goes deep on them in Chapter 4:
Sidebar: Scott Kim, "What is a Puzzle?"
Kim's favorite definition: a puzzle is fun, and it has a right answer. Fun comes from novelty, being "not too easy, not too hard," and trickiness. He borrows Chris Crawford's ladder of play activities, from most to least interactive:
- Games: rule-based, goal is winning against opposing players
- Puzzles: rule-based, goal is finding a solution; little replay value
- Toys: manipulable, no fixed goal (SimCity)
- Stories: fantasy, but can't be changed by the player
Examples on that ladder: SimCity is a toy players make puzzle-like by setting goals; Half-Life 2 is a shooter with some puzzles; Portal is a puzzle game on a shooter engine with integrated story; Boggle is a multiplayer game racing to solve a random puzzle. Solitaire is a borderline case: really a puzzle, since any given deal has a definite solution (or none).
Rule of thumb: to design a good puzzle, first build a good toy. Players enjoy manipulating Tetris blocks even before they understand the goal. He also separates rule design (inventing Rubik's Cube; harder) from level design (composing one crossword). Puzzle design shares game design's goal: keep the player in a pleasurable, challenging state of flow. Fun is subjective, so tailor puzzles to your audience, and remember Bernie DeKoven's advice from The Well-Played Game: be willing to alter rules to keep the game fun for everyone. His exercise: invent a computer puzzle inspired by today's headline, build two levels, paper-prototype it, and test it.
The sum of the parts, and the definition
Games are systems: groups of interrelated elements that form a complex whole. Like a car engine, you can understand every part, but you can't observe its real function (motion) until you turn it on. What emerges in play can't be predicted from the parts separately. Chapter 5 will cover this as "system dynamics."
Pulling it together, her working definition. Memorize the three parts:
1. A closed, formal system, that
2. Engages players in structured conflict, and
3. Resolves its uncertainty in an unequal outcome.
Closed means there's an emotional boundary too: inside the game you might "slaughter your best friend," but outside it has no consequences. Unequal outcome means games aren't designed to prove we're all equal; they produce winners. (She notes World of Warcraft and The Sims stretch this, but still provide moments of resolution and measurable achievement.)
Beyond definitions
Having built a definition, she immediately looks past it. Interesting design lives at the edges:
- Serious games / games for learning: Darfur is Dying, September 12th, That Dragon, Cancer. See the Games for Change festival.
- Gamification: badges for finishing a history project or running five miles. Fullerton is "not fond of the term" because it implies layering game features over anything makes it fun. Players see through shiny prizes; real engagement needs deeper system design.
- Experimental and art games: Dear Esther, Renga (100 players with laser pointers), her own The Night Journey with artist Bill Viola, and Interference. Venues: IndieCade and the Independent Games Festival.
Her stance on terminology: the lack of a shared vocabulary is one of the industry's biggest problems, so she uses these terms consistently. They're a launch pad, not a cage.
Exercise 2.9: Play Sprouts, then take it apart
This is the exercise most likely to come up in class. You need paper, two pens, and a partner. The game (Conway and Paterson, 1967):
- Draw three dots randomly on the paper.
- Player one draws a line from one dot to another (a line may loop back to the same dot), then draws a new dot anywhere on that line.
- Player two does the same. Constraints: no dot may have more than three lines coming out of it, and no line may cross another line.
- Take turns until someone can't move. The last player who could move wins.
Now identify its formal elements: Players (how many, any requirements?), Objective, Procedures, Rules, Conflict (what causes it?), Boundaries (physical or conceptual?), Outcome. Then the dramatic ones: what creates challenge? Is there play within the rules? Is there any premise, character, or story, and what could you add? The Game Analyzer tab on this page has a worksheet for exactly this.
Designer Perspectives: Jane McGonigal and Randy Smith
Jane McGonigal wrote Reality is Broken, which is also on your reading list this week. She came from theater, designs games played in real spaces (Cruel 2 B Kind, SuperBetter), and does "Twitter virtual playtests": tweet a rule set and ask followers what strategy they'd adopt. Her Olympic labyrinth game was solved during yoga: players could be the walls. Advice: seek real-world positive impact with every game.
Randy Smith (Thief, Tiger Style's Spider and Waking Mars) cold-called Looking Glass Studios for his first job. Advice: "Don't do what everyone else is doing." Games "don't have to be fun, fair, balanced, clear, and certainly not 'addictive.'" They can have meaning like any art form.
Check yourself
Which list is the eight formal elements?
The "lusory attitude" is…
What is the "magic circle"?
How does a resource differ from any other game object?
Fullerton's working definition of a game does NOT include which phrase?
Why does Fullerton dislike the term "gamification"?
In Scott Kim's terms, what is a puzzle?
Each formal element is a design lever. Pull one and the others move.
Chapter 2 named the eight formal elements. Chapter 3 turns each one into a toolkit of choices: how many players and in what pattern, which kind of objective, what procedures and rules, which resources, where conflict comes from, how boundaries and outcomes work.
Start by breaking a game
Inside the magic circle, rules take on power. Bound by rules, we do things we'd never do (shoot, betray) and things we'd like to think we're capable of (courage, sacrifice, hard decisions). "Restrictive and binding statements," when set in motion, "mysteriously create the opportunity for play."
Players: invitation, number, roles, and interaction patterns
Invitation to play. Other arts have ritual entry moments (lights dim, curtain rises). For games it's the invitation. In board games it's social; in digital games it's a start button. Some make it visceral: strapping on the Guitar Hero controller invites you to play the fantasy, not just the game.
Number of players. Some games need an exact count (solitaire: 1; tic-tac-toe: exactly 2). Others take a range (Parcheesi 2–4, Monopoly 2–8, World of Warcraft up to tens of thousands, yet one person alone still has a working game).
Roles. Most games give all players the same role (chess, Monopoly). Some require different ones: Mastermind's code-maker and code-breaker (the system won't work unless both are filled); football positions; RPG healers, fighters, and mages, which is why players make several characters in online worlds. Richard Bartle, creator of the first MUD, described four play styles that act like roles too: . He found players have a primary style and rarely switch. Open worlds like Second Life let players define their own roles, which encourages creativity over competition. If your game has roles, their balance is critical.
The seven player interaction patterns (from E. M. Avedon)
| Pattern | Structure | Examples |
|---|---|---|
| 1. Single player vs. game | One player against the system; needs puzzles or obstacles for conflict | Solitaire, Pac-Man, Tomb Raider |
| 2. Multiple individuals vs. game | Several people play the system side by side, not against each other | Bingo, roulette, FarmVille |
| 3. Player vs. player | Two players directly compete; personal, head-to-head | Chess, tennis, Mortal Kombat |
| 4. Unilateral competition | Two or more players vs. one. "Highly undervalued" | Tag, dodgeball, Scotland Yard |
| 5. Multilateral competition | Three or more directly compete; board games are tuned for 3–6 | Poker, Monopoly, Call of Duty, StarCraft II |
| 6. Cooperative play | Two or more players together against the system | Left 4 Dead 2, Journey, Portal 2 |
| 7. Team competition | Two or more groups compete; fans, clans, and guilds spring up around it | Soccer, charades, DotA, Team Fortress 2 |
Notes she adds: pattern 2 boomed with Facebook's asynchronous social games and suits noncompetitive players (casino games). Scotland Yard balances one criminal with full information against detectives who must cooperate to deduce his position, a great mix of co-op and competition. In Journey, two travelers can only communicate by singing a single note, and players formed "deeply meaningful relationships" anyway. Team Fortress 2's class system allows a huge range of play styles. Her nudge: most digital games use patterns 1 and 5; the others are underexplored. Want something fresh? Tune a digital game to the social feel of a 3–6 person board game.
Sidebar: Ian Bogost, "Persuasive Games"
Video games express ideas by modeling systems. You start with a "source system" (football, a city, airport security) and build a procedural model in code. This is : representation through rule-based behavior. Every model is subjective (a football game about coaching vs. one about being a lineman). The gap between the designer's model and the player's own model of the world is where games become expressive.
Examples: Airport Insecurity models TSA lines and lets you decide whether to sneak a knife through. Cruel 2 B Kind (with Jane McGonigal) is Assassin played on city streets where you "kill with kindness." Persuasive games work by being "disruptive and strange," not seamless.
Objectives: ten types
Objectives should feel challenging but achievable, and they set the tone: killing the enemy's forces feels different from spelling longer words. Games may give players different objectives, let them choose (Civilization: conquer everyone, or colonize Alpha Centauri), or let them invent their own (The Sims: keep the household alive, then set your own goals). Mini-objectives help reach the main one (each of Mario's 32 levels). A well-integrated objective strengthens the dramatic side too. Her sample objectives: Connect Four (four in a row), Battleship (sink all five ships), Mastermind (deduce the code in as few steps as possible), Chess (checkmate), Clue (deduce who, where, how), Katamari Damacy (roll up enough to make stars), Gone Home (discover what happened to the Greenbriars), Pokémon Go (catch as many as you can). Categories adapted from game scholars:
Mixed objectives are where it gets interesting: real-time strategy games combine war with construction and attract players who'd want neither alone. Use the list to notice which objectives you like and don't, and how you might use them in your own ideas.
Procedures: who does what, where, when, and how
Procedures are the methods of play. Ask: who can use it, what exactly they do, where it's available, when (turn, time, game state), and how they access it (physically, controller, voice). Most games have four kinds:
- Starting action: how play begins ("Choose a player to go first").
- Progression of action: the ongoing procedures, including the , a set of activities that repeat to move the game forward. Board game example: roll the dice, move your piece, do what the square says.
- Special actions: available only in certain states ("when in water, press A to bob up"; "if you have a fire flower, B throws fireballs").
- Resolving actions: how play ends (four in a row in Connect Four). In Mario the system resolves it, not the players, so the manual never states it.
Her side-by-side: Connect Four vs. Super Mario Bros.
Connect Four: (1) choose who goes first; (2) on each turn, drop one checker into any slot; (3) alternate until someone gets four in a row horizontally, vertically, or diagonally.
Super Mario Bros. (from the 1986 manual): Select button picks the game type; Start starts or pauses; left/right arrows walk (hold B to run); Down crouches (Super Mario only); A jumps (higher the longer you hold) or bobs up in water; B accelerates, and with a fire flower throws fireballs.
Both state a starting action. Connect Four's progression is explicit (steps 2–3); Mario's is implied by walking commands in a real-time game. Connect Four has no special actions; Mario does (water, fire flower). Connect Four states its resolving action; Mario doesn't, because the system adjudicates it.
In board games, procedures live on the rule sheet and players run them. In digital games, they're in the controls section of the manual, and system procedures run behind the scenes (an RPG's damage calculation). That lets digital games process more, but it doesn't make them more complex: chess and Go get endless depth from simple objects and procedures.
Design for your environment: analog procedures must be easy to remember; digital ones depend on the input device and screen. Either way, the core loop must be quick to grasp so the game keeps moving.
Rules: three jobs
Rules define objects and allowable actions. Questions to ask: How do players learn the rules? How are they enforced? Are there patterns to rule sets? In digital games, rules can be hidden: the interface just doesn't offer the illegal move, or the program stops you. Her six sample rules:
- Poker: a straight is five consecutively ranked cards; a straight flush is five of the same suit.
- Chess: a player cannot move her king into check.
- Go: a player cannot make a move that recreates a previous board state.
- WarCraft II: to create knights, you must have upgraded to a keep and built a stable.
- You Don't Know Jack: if a player answers incorrectly, the others get a chance.
- Jak and Daxter: if you run out of green mana, you're knocked out and return to the last checkpoint.
From these, three kinds of rules emerge:
Board games define objects explicitly and keep them simple (a chess piece's only variables are color and position) because players must adjudicate themselves. Digital games can track complex hidden states. Physical laws can compress rules too: gravity in Connect Four is an implicit rule about how pieces get placed. Questions when defining objects: will players deal with complexity directly? Are simple objects differentiated enough? Do they evolve? How will players learn them?
Rules also close loopholes: Monopoly's "Do not pass Go, do not collect $200" stops a jail sentence from becoming a reward. Effect rules create variation (they don't always trigger) and get play back on track (Jak's mild penalty makes you protect your mana). Balance matters: too many rules overwhelm players; unstated rules make them feel cheated. The less players understand the rules, the less they can make meaningful choices and the less in control they feel.
Resources: utility plus scarcity
Why does Diablo III have money, weapons, and potions but not paper clips or sushi? Because sushi doesn't help you reach Diablo's goals. In Katamari Damacy, paper clips and sushi are resources, because their size relative to your ball is what matters. Resources need both . Too abundant and they lose value. Designers who copy existing games' resources get stuck; think abstractly instead:
| Type | How it works | Examples |
|---|---|---|
| Lives | Classic arcade resource; more is always better | Space Invaders, Super Mario Bros. |
| Units | Multiple pieces per player; finite or renewable, same or different types | Checkers, chess, RTS games |
| Health | Dramatizes near-loss; needs a way to restore it (med kits are fast, resting is realistic but slow) | Diablo, action games |
| Currency | Greases trade so players don't have to barter | Poker chips, gold, Monopoly money |
| Actions | Moves or turns as a resource to ration | 20 Questions, Magic's turn phases, "focus" time in Enter the Matrix |
| Power-ups | Temporary boosts, kept scarce | Mario's mushroom, Jak's blue eco |
| Inventory | Collected objects made scarce by price or the risk of finding them | RPG loot, a Magic deck, ammo |
| Special terrain | Places on the map that give value | WarCraft gold mines, Scrabble triple letter, baseball bases |
| Time | Inherently dramatic: countdowns, ticking bombs | Speed chess, hot potato, musical chairs |
Details worth keeping: renewable units usually have a cost per unit, and only playtesting tells you if that cost is balanced. Health can be a separate resource or an attribute of a life; either way it dramatizes near-loss. Currency isn't the only way to build an economy (barter works too), and it need not be bank notes. Time "is an inherently dramatic force," and a countdown adds emotion to any design. Her challenge: invent original resource types, and borrow resource models from genres where they're rarely used.
Conflict, boundaries, and outcome
Three sources of conflict
Conflict emerges because procedures offer inefficient means to the goal, forcing players to use skill, and creating a sense of competition or play that makes players submit to the inefficient system for the achievement of participating. Her examples of what causes conflict: keep the pinball in play using only flippers; get the golf ball from tee to hole past obstacles in as few strokes as possible; manage money and property in Monopoly's tight market; stay alive in Quake; maintain forces and resources in WarCraft III; outbid or bluff in poker. These point to three sources:
It comes from obstacles (the sack in a sack race, water on a golf course, puzzles in an adventure), opponents (other players, the main source in multiplayer games), and dilemmas (buy a property or upgrade one you own? Stay in or fold?). Dilemmas work in single- and multiplayer games alike.
Boundaries
Physical (a field, a board) or conceptual (a social agreement). Imagine football with no sidelines, Monopoly where you add real cash, or an infinitely expanding chess board. Boundaries also make competition emotionally safe: you can crush your friend's civilization and shake hands after. Some games deliberately open their boundaries: ARGs like I Love Bees sent players to ringing payphones; "big games" like Humans vs. Zombies and Ninja take over public spaces; Zombies, Run! uses your real location.
Outcome
Outcome must be uncertain to hold attention, and it's usually resolved in a measurable, unequal result, though MMOs and simulations may have no winner or end state, rewarding players in other ways. Fullerton refuses to exclude these from "games"; exploring the border cases is more useful. In traditional games, players or the system check at intervals for a winning state. Outcome relates to the interaction pattern and the objective: in single player vs. game, you win, lose, or score points before losing (solitaire, pinball). A points objective uses points to decide; chess just checks whether the king is captured. Chess is : a win (+1) and a loss (−1) always sum to zero. Many games are non-zero-sum: World of Warcraft, cooperative games like Knizia's Lord of the Rings, and narrative games like Gone Home. Non-zero-sum games can have subtler rewards: rankings, stats, multiple or player-created objectives.
Sidebar: Brenda Romero, "The Mechanic is the Message"
Can mechanics alone carry difficult emotions, the way paintings and music do? Romero's series of analog games says yes. It started when her 7-year-old daughter Maezza came home reciting facts about the Middle Passage with no feeling. Romero handed her wooden pawns and paint: "Make me some families." Then she grabbed pawns at random and put them on an index-card boat with pennies for food. "You forgot the mommy," Maezza said. "No one wants to go," Romero replied. Halfway across the ocean, the food ran short. "We can keep going and hope, or we can put some people in the water." Maezza stared and asked, "Did this really happen?" That day the family talked about the Middle Passage for hours.
She built a series of six games on difficult history: the Cromwellian invasion of Ireland (Síochán Leat, where you feel the powerlessness of being forced to turn on fellow Irish), the Trail of Tears (One Falls for Each of Us, with 50,000 pieces so you feel overwhelmed by the system), Mexican immigration, daily life in Haiti, and Train. Her method: find the system that allowed the event to happen, then decide how the player should feel as a direct result of interacting with it.
Train is her best-known piece: players efficiently load yellow pawns into boxcars, until the destination card reveals the name of a Nazi extermination camp. The rules are deliberately ambiguous so players find "their own complicity or salvation." Her principle: "pure mechanic is pure player." No cutscene tells you how to feel; you followed the rules, and the meaning is yours.
Designer Perspective: Tim LeTourneau (The Sims, FarmVille 2)
Calls himself a game maker, not designer. Loves games with interlocking systems (SimCity). Process: brainstorm across disciplines, then mind-map how systems connect. On prototypes: "they are sketches, not blueprints" and they're disposable; never try to ship one. FarmVille 2 had a beloved water-on-the-board feature that confused players no matter how they explained it, so they cut it. "Great design is often the practice of great editing."
Putting the elements to work
Use the formal elements to analyze the games you play in your game journal. Her closing exercises are good Flash-reflection material:
Check yourself
Tag, dodgeball, and Scotland Yard are examples of which interaction pattern?
Twister and Operation share which objective type?
What is a "core loop"?
"A player cannot move her king into check" is an example of a rule that…
Why is sushi a resource in Katamari Damacy but not in Diablo III?
"Buy a new property or upgrade one you already own" is conflict from…
Which is a non-zero-sum game?
What does Brenda Romero mean by "the mechanic is the message"?
Formal elements make it a game. Dramatic elements make you care.
Challenge and play are in every game. Premise, character, story, and a dramatic arc overlay the formal system to give it context and emotion. The best games align rising gameplay tension with rising dramatic tension.
Challenge and flow
When players say they want "challenge," they don't mean "hard." They mean tasks that are satisfying to complete, with just the right amount of work. Challenge is individualized (Chutes and Ladders is hard for a kid learning to count, boring for an adult) and dynamic (once you master a task, it's no longer challenging, so the game must adapt).
Psychologist Mihaly Csikszentmihalyi studied enjoyment across musicians, rock climbers, painters, and gamers and found they all described it the same way. He called the state .
The eight elements of flow
- A challenging activity that requires skill. Goal-directed, bounded by rules, needs skill (physical, mental, social). No skill means meaningless, not challenging.
- Merging of action and awareness. The activity becomes spontaneous, almost automatic; you stop feeling separate from what you're doing.
- Clear goals and feedback. Musicians know the next note and hear mistakes. Players know what wins and get direct feedback.
- Concentration on the task at hand. Laundry and TV disappear. Full-screen interfaces exist for this reason.
- The paradox of control. You can only feel in control when the outcome is uncertain. "Only when a doubtful outcome is at stake, and one is able to influence that outcome, can a person really know she is in control." This is why meaningful choices without guaranteed results are central to game design.
- Loss of self-consciousness. No room for ego protection, yet you emerge with a stronger sense of self afterward.
- Transformation of time. Hours pass like minutes (or a split second stretches out). Games are notorious for this.
- Experience becomes an end in itself. The activity becomes autotelic (done for its own sake) rather than exotelic (done for some other goal).
She stresses these aren't a step-by-step recipe; you must work out what they mean for your game. Design questions she draws from this: What skills does your audience have, and how do you balance for them? How do you give clear goals, meaningful choices, and discernible feedback? How do you merge what a player does physically with what they must think about? How do you remove distractions and fear of failure? How do you make the activity enjoyable in itself?
Play: types, players, and levels of engagement
Play is "free movement within a more rigid structure." In games, rules are the structure and play is the freedom inside them: emergent experience and personal expression. The documentary The Promise of Play collects definitions ("boisterous," "not scripted," "child's work"); the takeaway is that play is a state of mind, not one activity. Play teaches skills, socializes, helps solve problems, relaxes, and makes us see things differently. It can also be serious: as experimentation and boundary-pushing, it's common ground for artists, scientists, and children (one of the few areas where kids are the experts). A playful approach can be applied to even the most serious subjects.
Brian Sutton-Smith (The Ambiguity of Play) lists play activities: mind play like daydreaming, solitary play like collecting or crafts, social play like joking or dancing, performance play like music or acting, contest play like board and video games, and risky play like hang gliding.
Roger Caillois's four types of play (Man, Play and Games, 1958)
He crosses these with ludus (rule-based play) and paidia (free-form, improvisational play). Strategy games are competitive ludus; RPGs mix mimicry and competition in a rule-based frame. Naming the pleasure a game offers helps you write player experience goals.
Ten types of players
Beyond Bartle's four, Fullerton lists the pleasures players come for: the Competitor (beat others), Explorer (curious, seeks the edges), Collector (sets, trophies, knowledge), Achiever (ladders and levels), Joker (plays for fun, can annoy serious players or make things social), Artist (creation and design), Director (in charge), Storyteller (lives in imagined worlds), Performer (puts on a show), and Craftsman (builds, engineers, puzzles). Many of these are underserved by today's digital games.
Three levels of engagement
Spectator play (watching a friend's turn, watching sports) is real and rarely designed for. Participant play is active and the most directly rewarding. Transformational play actually changes the player's life, the way children learn through play. Serious games like Peacemaker (bring peace to the Middle East) aim for this level.
Premise: turning data into a world
Imagine a game where you are "a set of data" trying to increase your values by engaging other data sets via complex algorithms. Boring, yet that's exactly what a combat system is, formally. Now you're a dwarf named Gregor attacking an evil wizard with a broadsword. Same system, and suddenly you care. That overlay is the premise: it establishes the action within a setting or metaphor.
In drama, premise comes from the exposition: time and place, characters, the status quo, plus the problem (what upsets the status quo) and the point of attack (where the plot begins). Those last two mirror a game's objective and starting action.
| Premise | Setting | Protagonist | Story begins when |
|---|---|---|---|
| Star Wars IV | A faraway galaxy | Luke, a farm boy who wants to join the rebellion but is held back by loyalty | His uncle buys two droids carrying secrets |
| Fellowship of the Ring | Middle-earth | Frodo, a Hobbit happy at home | He inherits a ring that threatens all of Middle-earth |
| Die Hard | An L.A. office tower | John McClane, off-duty cop trying to reconcile with his wife | Terrorists seize the building and take his wife hostage |
| Space Invaders | Earth, under alien attack | An anonymous defender | The first shot is fired |
| Pitfall | A forbidden jungle | Pitfall Harry, explorer and fortune hunter | You enter the jungle |
| Diablo | Tristram, ravaged by Diablo | A wandering warrior | You accept the townspeople's quest |
| Myst | A deserted island of arcane machines | An anonymous visitor | Two trapped brothers each beg for help and warn you about the other |
Space Invaders' premise is thin but powerful: nobody needed a backstory to feel the aliens approaching. Myst's is richer: the brothers might be lying, so you must decide whom to trust. A premise's first job is to make the formal system playable (shoot aliens, not blocks; find diamond rings in Pitfall, not "a resource worth 5000 points"). Its second is emotional appeal. A premise that unifies formal and dramatic elements is another way to heighten the experience, and as premises grew more elaborate they evolved into full stories.
Character: agency vs. empathy
Characters are the agents through whom drama is told. They can be psychological (mirrors of our fears and desires), symbolic (standing for big ideas), representative (of a group), or historic. The protagonist drives the conflict; the antagonist opposes. Characters are revealed by what they say, do, look like, and what others say about them. Round characters have real traits and change (Rick in Casablanca, Hamlet); flat ones are stereotypes and foils (the lazy guard, the evil stepmother).
Four questions for any character: What does the character want? What does the character need? What does the player hope? What does the player fear?
Game characters add a unique tension: agency (the character as the player's representation in the game) vs. empathy (the player's emotional attachment to the character). Mario in Donkey Kong was flat and static, defined by a nose and overalls, and did nothing without the player. Kratos (God of War) has a revenge backstory that deepens as you play. Wander (Shadow of the Colossus) is rounded by his actions and by slowly transforming into his own enemy. Player-created avatars (World of Warcraft) can create as much empathy as authored heroes. Neither approach is better; pick the one that fits your experience goals.
Free will vs. player control
Player-controlled characters can't always act on their own, which limits how much personality they can show. AI-controlled characters have autonomy, which creates tension between what the player wants and what the character wants. Sonic tapped his foot impatiently if you stopped playing: his own personality, not yours. The Sims' "free will" setting lets characters choose actions unless you intervene, producing a "complicated dance" between what you want and what they "wish." Halo's enemies track fear and flee when outnumbered. Façade generates a whole dinner-party story from character AI and your input. Believable AI is "a holy grail" for both player characters and NPCs; characters are evolving into rounded, dynamic individuals with growing importance in games' dramatic structures.
Story: the uncertainty problem
Stories and games both begin uncertain. The difference: a film's uncertainty is resolved by the author; a game's by the players. That's why integrating traditional storytelling into games is so hard. Her taxonomy:
Compare two zombie-apocalypse adventures: The Last of Us has a linear story about Joel and Ellie that the player can't change, yet it's richly integrated with play. The Walking Dead lets dialogue and actions shift relationships and even who dies, carried across episodes. Neither structure wins; both are experiments in deepening story without sacrificing gameplay.
Sidebar: Ian Dallas, "Directing Games for Emotion" (What Remains of Edith Finch)
Most games target fun emotions (joy, desire, triumph). Edith Finch targeted the sublime: beautiful and overwhelming at once, inspired by a teenage scuba dive where the seafloor sloped into darkness. The first prototype was literally a scuba simulator. It looked right and felt flat: players fretted about controls and objectives. So the team went hunting for the feeling elsewhere: forests, storms, a fragile person against a vast landscape, childhood memories with family. They found "Weird Fiction" short stories evoked the sublime, so the game became a collection of short stories.
His two director's questions: Where are we going? and What's most broken? Use image searches and film soundtracks to pin down a mood. Communicate to the team with an interactive prototype when you can. Frustrating controls knock players out of a delicate mood, so run short, frequent playtests and fix a few issues at a time. "Work with the grain": do more of what players are unexpectedly enchanted by.
World building and the dramatic arc
World building is the natural fit between story and games: maps, histories, cultures, languages, economies. Tolkien built languages first, then the elves who spoke them, then the stories. World of Warcraft, Star Wars, and Star Trek span games, films, and fan creations. Henry Jenkins: storytelling has become "the art of world building." Minority Report held an "idea summit" of scientists and urban planners to define the world's rules; its gestural interface later inspired Kinect. Alex McDowell calls this cross-platform process "immersive design."
The classic dramatic arc
The most important dramatic element is one you already know from the formal side: conflict. Traditional conflict types (character vs. character, nature, machine, self, society, fate) map onto game types (player vs. player, vs. system, vs. multiple players, team vs. team). Once set in motion, conflict must escalate.
Jaws: Sheriff Brody (protagonist, afraid of water) wants to keep Amity safe; the shark (antagonist) attacks. Keeping people out of the water fails, the shark threatens Brody's own kids, and he must face his fear and go hunt it. Climax: the shark attacks Brody. Resolution: he kills it.
Donkey Kong: Mario must save Pauline before time runs out, climbing girders past barrels and fireballs. Each time he reaches her, Kong carries her higher, and each level is harder, so tension rises. Climax: remove all the rivets so Kong falls. Fullerton's critique: Mario has no internal conflict, and Pauline's jeopardy never increases, a missed chance to integrate the two systems.
But here's what games have that films don't: you resolve the climax. Our response to Brody killing the shark is empathy; our response to toppling Kong is empathy plus personal accomplishment. That's the power of integrating formal and dramatic conflict.
Journey: Jenova Chen designed the game's emotional arc on Joseph Campbell's Hero's Journey (call to action, threshold, trials, the abyss with death and rebirth, transformed return), expressed through color, architecture, sound, and subtle shifts in mechanics. Playtesting showed the leap from the abyss to revelation wasn't big enough, so the team redesigned it to be twice as extreme.
Conclusion and the two perspectives
The dramatic tools are only as powerful as the inspiration behind them. Games' emotional impact "still has not achieved the depths it is capable of." Her challenge: what new dramatic ground will your designs break? To answer it you need both traditional dramatic craft and solid gameplay process.
Designer Perspectives: Dr. Ray Muzyka (BioWare) and Don Daglow
Ray Muzyka trained as an ER doctor while co-founding BioWare (Baldur's Gate, KOTOR, Mass Effect, Dragon Age). All his favorite games share one trait: emotionally engaging and very high quality. Advice: be passionate but self-critical and humble about feedback; know when you've hit diminishing returns; hire smart people and treat them extremely well.
Don Daglow wrote the first interactive sports game (1971) and first computer RPG (1975). Games that changed design: Seven Cities of Gold, Super Mario Bros., SimCity (broke every "commandment": no opponents, no clear goal), Madden on Genesis, GTA III (running AND driving, radio stations), Minecraft. Advice: "Enjoy the journey, not just the wrap party." Chasing celebrity by 30 is the fastest way to sabotage a career.
Check yourself
According to flow theory, what happens when challenge stays flat while a player's ability rises?
The "paradox of control" means…
An activity done for its own sake is called…
Match Caillois's terms: roller coasters and spinning until dizzy are…
A premise's first job is to…
"Agency" in a game character refers to…
Why is traditional storytelling hard to integrate into games?
What did playtesting reveal about Journey's dramatic arc?
A game is a system. Set it in motion and things emerge you couldn't predict.
Every game system is built from objects, their properties, their behaviors, and the relationships between them. Change any one and the whole system shifts. Designers control the experience through information, control, and feedback, then tune by playing.
The four building blocks of any system
A system is a set of interacting elements forming an integrated whole with a common purpose (general system theory, Ludwig von Bertalanffy, 1940s). A stapler is a system. So is a government. Unlike most systems, a game's purpose isn't to make a product or do a task. It's to entertain. Systems can be predictable (one or two outcomes) or wildly unpredictable; which you want is your call. To control that, you need the four basic elements:
Chance and rules together: the WarCraft II combat formula
Each unit has Hit Points, Armor, Basic Damage, and Piercing Damage. Damage per attack is (Basic Damage − Target's Armor) + Piercing Damage, then a random 50–100% of that. An ogre (8 basic, 4 piercing) vs. a footman (armor 2) can do 5 to 10 damage, killing the 60 HP footman in about 8 swings. The footman (6 basic, 3 piercing) vs. the ogre (armor 4) does only 3 to 5, needing 18 perfect swings against 90 HP. The rule set fixes the range; chance decides within it.
System dynamics: why you can't change just one thing
If you can remove a component without affecting the system, it was a collection. A system needs all its parts, arranged in a specific way. Her thought experiment: replace WarCraft II's damage formula with a random roll from 1 to 20. Now chance dominates every battle, upgrades and armor become worthless, and the only strategy is to build the most units. Go the other way and remove the random 50–100% roll: every fight becomes perfectly predictable, which kills engagement. Either change transforms the whole system.
Systems are greater than the sum of their parts, so games can only be understood in play. Salen and Zimmerman call design a : you can't directly determine the player experience; you craft a "possibility space" and playtest it as hard as you can.
Sidebar: Deconstructing Set
Marsha Falco invented Set in 1988 while studying epilepsy in German shepherds; her kids started playing with her data cards. The deck has 81 unique cards with four properties (shape, number, pattern, color), each with three options: 3 × 3 × 3 × 3 = 81. A "set" is three cards where each property is either all the same or all different. Twelve cards are dealt; call "Set!" and take them. For any two cards there is exactly one third card that completes a set.
Why four properties with three options? Add a fifth property (background color) and the deck becomes 243 cards; add a border, 729; add animation in a digital version, 2,187, with about 30 times less chance the card you need is on the table. Probably unplayable. Adding a fourth option to each property gives 256 cards, only about three times harder. New players often remove color to play with 27 cards, then add it back. Lesson: build a matrix of your properties, calculate complexity, and playtest, because a more complex system is not automatically a more satisfying one.
Possibility space: tic-tac-toe, chess, Mastermind, Clue
Tic-tac-toe: nine spaces (objects) with three property values (null, X, O) and fixed relationships by location. The first player has only three meaningful moves (center, corner, side); playing center leaves the opponent two meaningful replies. The game tree is tiny, so once you learn the optimal moves you always win or tie, and players lose interest.
Chess: six unit types plus 64 spaces. Individually the objects aren't more complex than tic-tac-toe squares, but their varied movement behaviors change the relationships with every move. The tree explodes past the first few moves, so both humans and chess programs rely on pattern recognition and memory of past games instead. That's why chess stays interesting after mastering the rules.
More possibility is not always better. Trivial Pursuit and side-scrollers have small outcome spaces and work fine; branching adventure games have limited endings. Open-world games, RTS games, and MMOs enlarge the space by adding objects with defined relationships, buying scope, creative solutions, and replayability for a certain kind of player.
Mastermind vs. Clue
| Mastermind | Clue | |
|---|---|---|
| Players | 2: code-maker and code-breaker | 3–6, all the same role |
| Puzzle size | 4 pegs × 6 colors, repeats allowed = 64 = 1,296 codes. A fifth peg: 7,776. A seventh color: 2,401. | 6 suspects × 6 weapons × 9 rooms = 324 combinations |
| How you learn | Pure logic and deduction from feedback pegs | Logic plus dice, movement, social cues, reading faces |
| Chance | None | Dice and board movement even the field for weaker deducers (kids) |
| Drama | None | Murder premise and colorful characters: a "family game" |
Same objective (solve a combinatorial puzzle), completely different experiences. The designers of Mastermind surely playtested the peg and color counts before settling on four and six.
Economies
When a game allows exchange of resources with the system (Monopoly's bank) or between players, that trade forms an economy. You need items of exchange (resources), agents of exchange (players, the bank), and methods of exchange (markets, trades). Currency is optional. Before building one, ask: Does the economy grow over the game? How is the currency supply controlled? Are prices set by the market or the system? Are trades restricted by turn, time, cost, or partner?
| Game | Type | Product | Money | Prices | Trading |
|---|---|---|---|---|---|
| Pit | Simple barter. Eight commodity suits of nine cards, worth 50–100 points; corner a market by collecting all nine | Fixed | None | Fixed (printed) | Unrestricted (equal counts only) |
| Settlers of Catan | Complex barter. Settlements produce brick, wood, wool, ore, wheat; trade only on your turn, resources only, unequal amounts allowed | Controlled growth (dice production; roll a 7 and anyone over 7 cards loses half) | None | Market value, capped by the bank's 4:1 trade | Restricted by turn |
| Monopoly | Simple market. 28 properties, $1,500 to start; unsold property goes to auction; players trade at any agreed price | Fixed | Controlled growth ($200 per lap; the bank never goes broke) | Market value (face value, then auction and trades) | Unrestricted |
| Ultima Online / EverQuest | Complex market, persistent. Start with a little gold and gear; enter the "labor market" killing small animals; sell to shopkeepers or players | Controlled growth (Ultima tried self-regulating recycling but players hoarded, so designers took direct control) | Controlled growth | Market value with a base (shopkeepers buy anything, keeping newbies employed; scarce items trade player-to-player) | Unrestricted |
| Magic: The Gathering | Metaeconomy. The game has no trading inside it; the cards are the resource of a worldwide market around it | Controlled growth (publisher sets rarity) | None | Market value (publisher has no control after sale) | Unrestricted |
Supply and demand shows up in Catan: a glut of wheat crashes its value; scarce ore gets traded for aggressively. In Ultima and EverQuest a metaeconomy emerged where characters sold on eBay for hundreds of dollars. Magic's deck-building is itself a balancing exercise the player performs. Free-to-play games like Clash of Clans (start with 500 gems, spend 250 in the tutorial, buy more with real money) make the metaeconomy part of the design. Her rule: every action players take in the economy should advance or hinder their progress toward the objective, and nothing builds community like an economy that makes socializing into a game.
Emergent systems
Simple rules can produce complex, unpredictable results. This is . One ant is simple; a colony engineers, defends, and stores food. Some researchers think consciousness itself is emergent.
John Conway's Game of Life (Cambridge, 1960s) shows it on a checkerboard. He designed, tested, and revised rule sets for years like a game designer, and landed on three:
- Birth: an empty cell with exactly three populated neighbors becomes populated.
- Death by loneliness: a populated cell with fewer than two neighbors dies.
- Death by overpopulation: a populated cell with four or more neighbors dies.
Different starting patterns evolve wildly differently. The "R Pentomino" ran for a hundred generations until a cluster of cells detached and walked across the board. Richard Guy yelled, "Look, my bit's walking!" They'd discovered the glider. Games using emergent techniques: The Sims, GTA 3, Halo, Black & White, Pikmin, Metal Gear Solid 2. Halo's characters run on three impulses (perception of the world, memory of the world's state, and emotion like growing fear); if their friends die and they're outgunned, they run. Will Wright gave The Sims' household items values, so a sleepy Sim's rules interact with a bed's rules.
Interacting with systems: information, control, feedback
Information structure
Less information means less informed choices, less sense of control, more room for chance, misinformation, and deception.
Control
Board games use direct manipulation; digital games use keyboards, mice, joysticks, gestures, touch, or speech (Amazon Echo games). No control type is inherently better; it must suit the experience. Direct control moves your character; indirect control (Rollercoaster Tycoon) changes ride prices and designs to influence guests you can't command. Real-time vs. turn-based is another axis. Her thought experiment: what if StarCraft II automatically assigned 50% of workers to minerals and 50% to gas? Would it remove tedium, or kill critical resource management?
Feedback loops
In systems terms, feedback means the output of an interaction directly changes another element. Reinforcing (positive) loops push a change further in the same direction: score a point, get a free turn. In Jeopardy! a correct answer keeps control of the board, reinforcing the leader. Balancing (negative) loops push the other way toward equilibrium: in football, when you score, the other team gets the ball. Catan's rule that a 7 makes anyone holding more than seven cards discard half keeps the rich from running away with it. Reinforcing loops create satisfying risk/reward and drive toward an unequal outcome; balancing loops keep the game from resolving too fast. A good designer evaluates how quickly the game is progressing and knows when to add a balancing factor.
Tuning game systems
The only way to understand a system is to run it. After defining the elements, playtest and tune: first by yourself and with other designers, then with outside players. Three things to test for, in order:
- Internally complete. Rules cover every loophole. If players argue over how the rules handle a situation, the system isn't complete; you get dead ends or ways around the intended conflict.
- Fair and balanced. Every player has an equal opportunity. Built-in advantages make others feel cheated. Dominant strategies and overpowered objects reduce meaningful choice.
- Fun and challenging. Elusive and individual. Test with the intended audience, not the designer or the designer's friends; an adult can't accurately judge difficulty for children.
Sidebar: Daniel Cook, "Interaction Loops and Arcs"
All games are built from interaction loops: (1) the player's mental model prompts (2) a decision to (3) take an action that (4) manipulates the rules, which return (5) feedback that (6) updates the mental model. Repeat. A new Mario player presses a random button, sees Mario jump, and after a few loops learns "A makes Mario jump." Mastery only arrives through repeated passes. Loops nest into skill chains: you must master jump and move before you can kill a Goomba, so if a player is stuck, ask whether they mastered the precursor skills. Loops run at different frequencies, from jumping every second to progression loops in an MMO that take months.
Arcs deliver authored content (a story, a cutscene, the princess at the end of Mario). Same six steps, but the payload is 99% feedback and the value drops sharply after one exposure. Studios that rely on arcs live on a "content treadmill." His analysis question: what repeats and what does not? His exercise: strip a genre of all content payloads and architecture (narrative, art, music, levels, menus) and see what functional loops remain; then rebuild something new from those ingredients instead of recreating the same meal.
Two designer perspectives
Alan R. Moon (Ticket to Ride, Elfenland)
Started at Avalon Hill, then Parker Brothers. Favorites: Descent, Carcassonne: Hunters & Gatherers, Adel Verpflichtet, Love Letter (16 cards and "the elegance of simplicity"), and a plain deck of cards. Biggest influence: Sid Sackson's Acquire. Advice: play as many games as you can ("it's research"); it took him 14 years to have real success; develop a core group of playtesters; learn when to let a design go; be organized and a good salesman; build a network; learn to deal with rejection.
Frank Lantz (NYU Game Center, Drop7, Pac-Manhattan)
Favorites: Go ("simplicity and depth"), poker as a martial art, Shadow of the Colossus. Magic: The Gathering showed him you can invent a whole new genre and social context. His process in one line: "Start with a fun game, put some stuff in it, then take some stuff out." For a Sopranos TV game that had to be deterministic (no gambling), produce one winner among thousands, be fun for nongamers, and unsolvable for experts, he built an NP-complete scoring system (points for groups of touching pieces, like Tetris or Minesweeper). Advice: play deeply, "simplificate," think like a programmer and an artist, advocate for the player but don't treat them like a child, fail often, persist.
Check yourself
What are the four basic elements of a system?
A stack of blank index cards is a collection. What turns it into a system?
If WarCraft II's damage were replaced with a random 1–20 roll, what would happen?
Why does chess stay interesting after you master its rules, unlike tic-tac-toe?
In Catan, when a 7 is rolled anyone holding more than seven cards discards half. This is a…
"Fog of war" in an RTS is an example of which information structure?
Conway's Game of Life demonstrates…
What are the three things to test for when tuning, in order?
Ideas don't come from thin air. Here's how to manufacture them.
Feed your mind, brainstorm with discipline (state a challenge, no criticism, go for 100 ideas), then edit on a different day, narrow to three, define the game's "X," and pin down the formal elements before story distracts you.
Where do ideas come from?
"Great ideas come from great input into your mind and senses." Spend part of every day doing something other than playing games: read, watch films, take photos, exercise, draw, volunteer, learn a language. Reiner Knizia: "starting from the same beginning will frequently lead to the same end."
Csikszentmihalyi (the flow psychologist) also studied creativity and describes five stages:
- Preparation: immersion in a topic or set of problems.
- Incubation: ideas churn below consciousness.
- Insight: the "aha!" moment.
- Evaluation: deciding whether the insight is valuable and original.
- Elaboration: the longest, hardest part. Edison's "99% perspiration."
The process is "less linear than recursive." Work on preparation and incubation all the time, and always carry a notebook or phone because you can't predict when insight strikes. And remember: a game idea usually includes some aspect of the system. "I want to make a game about studying Chinese" isn't yet a game idea; an insight about using symbolic characters to hide ideas in a system is, even if the final game has nothing to do with Chinese.
Ideas also come from analyzing games in your game journal (dig into formal, dramatic, and dynamic elements and your emotional cycles, not "coolness"), from USC's game deconstruction salons where students present formal analyses to industry pros, and from innovative board games whose mechanics are on the surface, not hidden in code: Settlers of Catan, Carcassonne, Scotland Yard, El Grande, Modern Art, Illuminati, Puerto Rico, Acquire, Cosmic Encounter, I'm the Boss.
Brainstorming best practices
Sometimes you need ideas on demand. Brainstorming is a skill with beginners and experts, like golf. Disney's Imagineers say the key is asking the right question: pare the challenge back to its core. Practices collected from the Imagineers, IDEO, and others:
Alternate methods for generating ideas
Sidebar: Glenn Entis, the EA Preproduction Workshop
Launched in 2004 across all 12 EA studios after teams kept hitting the same warning signs: unclear design, key roles undefined, panic at the end of preproduction. Teams didn't need lectures; they needed practice. Each team brought 6–10 leads and its current game. Principles: do real work, learn by doing (presentations 15 minutes max), keep a fast pace (15–20 minute exercises so there's no time to argue about why you can't), and leave with a Post-it pre-pro plan. Key ideas: shared vocabulary, rapid early iteration ("make mistakes as quickly and cheaply as possible"), and prototypes that are fast, cheap, public, and physical. Medal of Honor's levels were blocked out in a sandbox. Burnout designer Matt Birch acted out crashing into a lorry (a black chair). "People are more creative, more receptive, and more productive when they're having fun."
Editing and refining, and finding your "X"
After a brainstorm you have ideas but no game. Now comes Csikszentmihalyi's evaluation stage. Reasons to cut an idea (keep a list of the cuts for later):
- Technical feasibility: not possible yet, or not for your team's size and expertise.
- Market opportunity: no market right now. Follow trends so you can make smart creative business decisions, not to copy.
- Artistic considerations: you don't love it enough to work on it for years, or it doesn't stretch you. Don't rest on proven genres.
- Business/cost restrictions: too expensive or ambitious for the time and budget.
Schedule editing on a different day from brainstorming so the two don't blur. Discuss the top 5–10 positively, narrow to three, then run second-level brainstorms on features and define each game's , EA's term for the creative center, which also aligns the team, marketing, and customers. Entis splits the X into the razor (cuts: decides which features belong) and the slogan (catchy: sells). Medal of Honor's razor was "GoldenEye set in WWII on a PlayStation"; its slogan was "Prepare for your finest hour." The slogan wouldn't have guided a single design decision.
Write one-page descriptions and hold informal feedback groups with target players (Chapter 9 covers how). Keep it fluid; don't lock in or over-polish the writing.
Sidebar: A conversation with Will Wright (by Celia Pearce)
Wright designs games because he loves making things, especially dynamic models, and wants to hand players the tools to create and then watch the world react. He prefers a large solution space so each player's solution feels unique to them. SimCity's influences: Bill Budge's Pinball Construction Set, early flight simulators, and system-dynamics pioneer Jay Forrester, plus 40-page-rulebook war games like Panzer Blitz. His games teach players to build a mental model of a simulation; the "overt metaphor" gets you started (SimCity is "a train set come to life," The Sims "a dollhouse"), but the deeper metaphor is gardening for SimCity and juggling or directing actors who "won't do what you want" for The Sims. His favorite game is Go: two rules, incredible complexity, like Conway's Life. When players do things he didn't plan: "To me, that feels like success."
Sidebar: Kevin Keeker, "Getting the Most out of Focus Groups"
Focus groups are good for generating ideas and bad for evaluating them. His snowboarding-game story: asking a dozen teens which punk bands to license devolves into posturing and an uneasy consensus toward the safest, most radio-friendly choices. Group discussion helps creativity by exposing differences, but social pressure makes people avoid disagreement, and "group polarization" pushes attitudes to extremes. To generate: moderate actively ("I'd like to hear from someone who feels differently"). To evaluate: survey people individually with concrete alternatives and explicit acceptance criteria.
Turning ideas into a game
Many designers shortcut by starting from a genre's proven mechanics. That's "feature innovation," and it works commercially, but Fullerton calls existing genres : years of designers have worked out the first-person shooter. Unless you can ask new questions of a genre, stake out new territory. Start from the player experience you want; the formal structure follows.
Questions to ask: What are the rules and procedures? What actions do players take and when? What is the conflict? Are there turns? How many players? How long does a game take? Working title? Target audience? Platform, and its restrictions and opportunities? You can only guess at first; you won't know until you play.
Focus on the formal elements
A common beginner trap: getting distracted by story and characters. Keep them in mind but secondary until the formal elements are pinned down. To flesh out structure: define the goal and win condition; write down the single most important player action and how it works; outline only the most critical rules and procedures; map a typical turn or core loop with a flowchart; define player count and interaction. This is already the start of prototyping.
Feature design and experimental games
Designing new features for existing games is what entry-level designers actually do, and it makes a good portfolio piece. Student examples: Battle for Middle Earth 2's "Self-Made Man" (veteran units become mortal heroes); Battlefield 2's "Stealth Pack" (fast camouflaged agents on special mission maps); Karaoke Revolution's "World Party" (record with EyeToy, upload, get judged online, win tournaments). Explain a feature with a storyboard: edited screenshots showing each screen state, assembled in PowerPoint with light text, then presented. This forces you through the hard problems: "There is a big difference between an idea and a design." An idea is a loose concept; a design is a detailed plan.
Her closing push: most beginners borrow from successful games, which is fine, but the designers we admire break conventions. Don't rely only on new technology; board games haven't technically advanced in 200 years yet keep advancing conceptually, and some of the most inventive digital games ran on "primitive" systems. Limits focus ideas.
Sidebar: Richard Lemarchand, "Experimental Gameplay"
Experimental games try to do something new or make a design discovery, revealing new mechanics, play patterns, or genres. Examples: Katamari Damacy, Rod Humble's The Marriage (abstract shapes about his marriage), Jason Rohrer's Passage (a lifetime in a few minutes), World of Goo, Braid, Osmos, Dear Esther (began as a Half-Life 2 mod), Johann Sebastian Joust (a "digital contact sport" with no screen), and thatgamecompany's Cloud, flOw, Flower, and Journey from USC. Inspiration from other arts: Satie and Stravinsky caused riots, Impressionists were insulted, Dada and Surrealism reacted to World War I, Beat cut-ups, Fluxus, John Cage's chance music, punk. Ask: what makes you angry or hopeful? What has a game never tried?
Beating the "blank sheet of paper problem": pick an almost random subject (roll dice on a list, or hit Wikipedia: Random), then explore it thoroughly and follow where the game leads. Peter Brinson's trick: take one formal element and exclude it, as Tale of Tales did in The Graveyard. Finish your game; commit to friends; game jams like Global Game Jam and Ludum Dare help.
Designer Perspective: Josh Holmes (NBA Street, Halo 4, Midwinter)
Started remixing family board games as a kid, got in as an EA tester, and led NBA Street. Inspirations: Sid Meier's Pirates! (nonlinear narrative, agency), Doom, Halo (sandbox AI), Ico and Journey (emotion through abstraction), GTA and Skyrim. Process: formulate a vision statement and a few pillars; when an idea fits, prototype it fast so people can get hands-on before greenlighting; in production, constant "Kleenex testing" with fresh players. Prototype with whatever is simplest to prove the idea. Proudest of Halo 4: took over a beloved franchise with a new studio while everyone said they'd fail. Advice: "Start designing and building games. Today!" Put aside ego, embrace empathy.
Check yourself
Csikszentmihalyi's five stages of creativity, in order?
What's the "yes, and" rule?
How many ideas per hour does Fullerton suggest aiming for, and how long should a session run?
Why schedule editing on a different day than brainstorming?
The "razor" half of a game's X…
What does Fullerton mean by calling existing genres "solved problems"?
According to Kevin Keeker, focus groups are…
Build it out of paper first. Sketches, not blueprints.
A prototype is a working model that tests one idea cheaply. Physical prototypes keep you focused on mechanics, let you iterate in minutes, and let everyone on the team contribute. Build your own in four steps: foundation, structure, formal details, refinement. Add rules one at a time and trust your testers.
Why physical prototypes
Prototyping is "the creation of a working model of your idea that allows you to test its feasibility and make improvements to it." Prototypes are playable but rough, like sketches. Types include physical, visual, video, and software; one project may need several, each answering a different question. This chapter is about pen, paper, cards, and dice (Chapter 8 covers digital).
Benefits of physical prototyping:
- Focus on gameplay, not technology. Once teams start programming they get attached to their code and changes get hard. On paper, "Don't like the turn structure? Just change it and try again."
- Respond in real time to player feedback, incorporating ideas on the fly.
- Nontechnical teammates participate at a high level, widening perspectives.
- Broader, deeper experimentation because it costs almost nothing.
Use stick figures. Spending time on art slows you down and makes you reluctant to change things, which is counterproductive in a process that's all about change.
Three worked prototypes: Battleship, Up the River, an FPS
Battleship
Four sheets with 10 × 10 grids labeled A–J and 1–10: an Ocean Grid and a Target Grid per player. Each player draws five ships (carrier 5, battleship 4, destroyer 3, submarine 3, patrol boat 2, no diagonals). Call coordinates ("B5"), hear "hit" or "miss," mark with colored beads. The paper version's experience is "almost identical" to the Milton Bradley product, and once it's in your hands you start asking "What if I made the grid bigger?" and can test it in seconds.
Many famous digital games came from paper: Diablo, Baldur's Gate, EverQuest, and World of Warcraft descend from Dungeons & Dragons; the computer Civilization came from Avalon Hill's board game.
Up the River (a controlled design exercise)
A Ravensburger children's game she has run with hundreds of students. Ten board pieces form a river; the bottom piece is the sandbar, the fifth is high tide; a harbor card at the top has 12 numbered docks. Each player has three boats on the fourth piece. Roll a die, move one boat. Land on the sandbar and you stop until next turn; land exactly on high tide and advance three more. Score is the sum of your docks. Two twists make it interesting: the waterfall (after each round, the bottom piece moves to the top; boats on it are lost, so every move risks your other boats) and good wind/ill wind (roll a 6 and choose: move one of your boats up to join your next boat, or push an opponent's boat down to their nearest boat). That choice, act for yourself or against an opponent, is the interesting moment of player interaction.
Analyze it: board size vs. die faces? Boats vs. starting position? Why does the sandbar sit where it does? Skill or chance? Why does the youngest go first? Who's the market? Then set a player experience goal before changing anything ("resolved by strategy rather than chance," "teams with special roles," "more negotiation"), plus a dramatic metaphor. Student variations became a mountain-climbing teamwork game, a sea rescue, and a parking game.
A first-person shooter on paper
Yes, you can prototype Quake. A paper FPS won't capture running and aiming in 3D, but it will teach you weapon balance, territory, and level design. Hex graph paper is the arena (hexes allow diagonal movement); red chits mark spawn points; matchsticks make movable walls. How many hexes, spawn points, walls? "Take your best guess. There is no way to know what will work until you play." Units are coins with arrows showing facing. Each player gets nine cards: Move 1, 2, 3, 4 (one each), Turn (2), Shoot (3). Each round: build a face-down stack of three cards; reveal the top; resolve shoots (a straight line from facing; walls block; simultaneous), then turns, then moves (die roll breaks ties; no sharing a cell); repeat for cards two and three. Shot units respawn next round. Additions to try: score to 10 kills, hit percentage (100% adjacent, −10% per hex, roll a d10), five hit points, first-aid hexes, 10 rounds of ammo and ammo hexes, weapon pickups, alternative objectives like rescuing NPCs.
Her perspective: physical prototyping doesn't replace the sensory feel of a 3D game, but it builds the structure and forces you to define elements. And it's the best way to explain a never-seen-before game to a new team of programmers: hand them something they can play.
Sidebar: Chaim Gingold, "Catastrophic Prototyping and Other Stories"
Gingold (Spore Creature Creator) looked at 12 years of unfinished software and saw a hard drive full of failures. Then he read Chris Crawford, who treated failures as prototypes that decide which ideas deserve pursuit, and saw Ken Perlin's endless small "toys" as an artist's sketches and studies. His attitude flipped: "the difference between practice and failure is simply a matter of attitude." At Maxis he found The Sims had been prototyped in isolated pieces (animation system, needs AI, house editor) hacked onto the SimCity 2000 engine. His two classic mistakes: eyes bigger than his stomach (ambitious projects without proving the core ideas first: "You can't send a rocket to the moon if you haven't first experimented with launching simple toy rockets"), and the wrong success function (his small "failures" were the real successes). Rules of thumb:
- Always ask a question with a hypothesis ("flocking will make the fish move together"). Diagram it on paper first.
- Stay falsifiable. Validate with others. Overprotective owners explaining away feedback is how cool ideas die.
- Persuade and inspire. Nobody believed rolling a sticky ball would be fun until they played Takahashi's Katamari prototype.
- Work fast. Minimize time to first "failure." Ideal window: two days to two weeks. Don't build an engine first.
- Work economically. Small and beautiful. Ask what the prototype is for and invest only there.
- Carefully decompose problems. Like a Go player cutting stones into weak groups. Prototyping everything at once is just building the game.
Prototyping your original idea: visualize the core gameplay
Designing everything at once is overwhelming. Isolate the , "the actions that a player repeats most often while striving to achieve the game's overall goal," and build out from there. Games are repetitive by nature; meaning changes but core actions persist. Examples: WarCraft III (build and move units to destroy opposing units), Monopoly (buy and improve properties to charge rent), Diablo III (battle, loot, explore to grow powerful), Super Mario Bros. (walk, run, jump past obstacles gathering treasure), Bomberman (move through a maze dropping bombs by opponents).
Diagram it. Activision's analysts diagrammed Spider-Man 2 (challenges, exploration, and rewards all flow into points spent at the Spidey Store) against the far more complex True Crime, noting "more complex designs do not always make for a better player experience." A rough sketch on a whiteboard is enough to expose features that aren't integrated with the core, and to spot feedback loops throwing things out of balance.
Building the prototype: four steps
- Foundation. Build a representation of the core gameplay from cardboard, paper, glue, and pens. Questions will flood in (how many squares? how is conflict resolved?); put them on the back burner. Design the basic objects and the repetitive key procedures. Play it alone. Add a rule only if absolutely necessary; keep the core to as few rules as possible. For the FPS, the foundation was simultaneous movement via revealed cards.
- Structure. Prioritize what's essential and build the skeleton that will support later features. For the FPS: move distances, turning, hit/miss. Then scoring and hit points, retested. Know the difference: rules change how the game functions (win conditions, turn order); features make it richer (more weapons, vehicles). "You can add rules without adding features, but you can never add a feature without changing or adding rules." One laser gun can mean ten new rules. Rules first, features later.
- Formal details. Add the rules and procedures needed for a fully functional game. Beginners add too much; the art is paring feature ideas down to a small set that serves your experience goal. Her litmus test: isolate each new rule, test it, remove it, test another. If you can keep building without a rule, leave it out for now. For the FPS she added hit percentage, health, and scoring and scrapped mines, shields, vehicles, and hiding.
- Refinement. Now the system flows and you stop questioning fundamentals and ask "Is it compelling?" Bring back the great feature ideas (mines, teleport pads), but rank them by necessity and add one at a time, testing each, then removing it, or you'll lose your grasp of what the game is about. Write an analysis after each twist. "You might love a rule or feature so much that you are blind to its flaws. Trust your testers."
Keep refining your gameplay visualization as relationships change so you can see activities with little payoff or ones that are overvalued.
Making it better, and moving beyond paper
Your prototype may be unbalanced, conflicting, slow. Before scrapping it, strip back to the core mechanics and reintroduce rules one by one to isolate what's breaking the system. Rip apart and rebuild as often as needed. And when you're "absolutely certain that your prototype is both playable and fun, then you are ready to start all over again." Good isn't brilliant.
The physical prototype becomes the blueprint for a software prototype. The FPS arena, spawns, ammo, and first aid transfer directly; programmers replace the card system with real-time movement. The new challenges are controls and interface for the target platform (Chapter 8).
Sidebar: Richard Garfield, "The Design Evolution of Magic: The Gathering"
1993 notes. Magic's ancestor is Cosmic Encounter (aliens with unique powers, endlessly new), combined with Garfield's old idea of a deck that changes between rounds, childhood marbles trading, and Strat-O-Matic Baseball drafting. Wizards of the Coast couldn't publish his board game RoboRally but wanted something quick and portable for conventions, so he built on an older card game (Five Magics). The big design worry was "rich kid syndrome": buy ten decks and be unbeatable. The ante (play for a card) and skill were the counters, and playtesting showed an overpowered deck defeats itself because nobody will play it. Alpha was 120 cards split between two players; beta let players trade and hunt each other; gamma added Strat-O-Matic veterans and hand-drawn art (Heal was illustrated by Skaff's foot). Playtesting found and removed "degenerate" decks (Land Destruction, Sooner-Than-Instant Death), tuned colors so no single color could stand alone, and wrestled endlessly with card wordings. The playtest group became a real economy with arbitrage, price fluctuations, and trade embargoes. Dominia, a multiverse, let any card fit. Each deck is like a character; the designer acts as gamemaster of a game played among tens of thousands.
2003 retrospective. He insists on "trading card game," not "collectable": good games last, collectables come and go. Early speculation inflated $3 boosters to $20 and threatened to price out new players until the Fallen Empires set burst the bubble. Rather than making cards ever more powerful or launching new games, they invented tournament formats using only recent sets. Trading card games aren't board games: they need shorter play and a universal rules standard. The Pro Tour made everyone better ("now I am mediocre at best"). Magic Online used the same buy-cards model to target lapsed players.
Designer Perspectives: James Ernest and Katie Salen
James Ernest (Cheapass Games: Kill Doctor Lucky, Lords of Vegas)
Loves simple games, especially poker: simple rules, deep strategy, short hands. Contrary to designers who invent mechanics first, he settles the theme first if the game will have one, because a good theme suggests mechanics you'd never have considered. Prototypes everything on paper, even computer games, and models real elements (Lego pirate ships for a miniatures game). Diceland took six years: each character is an eight-sided paper die whose faces are states. Advice: don't get so attached that you can't be honest; "become addicted to simplicity" (it's tempting to fix with more rules; better to remove bad ones); don't use seven cards because your favorite game does; "Write the game you want to play."
Katie Salen (Rules of Play, Quest to Learn, Big Urban Game)
Got into games studying how Texas Lottery tickets work as social interfaces. Favorites: Rez, Mafia, Guitar Hero, four square, DDR. Inspired by moments like Ico's hand-holding and the egalitarian structure of the New York Marathon; as a former volleyball player she designs for mutual respect between players. Process: define exactly what she wants a player to experience, feel, and physically do, then prototype core mechanics on paper before embedding them in a larger system. Some games start with an image: the Big Urban Game began with giant bowling pins wandering a city. In that five-day race between three teams, she, Frank Lantz, and Nick Fortugno added a giant-dice "power-up" at checkpoints so trailing teams could catch up and every day stayed dramatic.
Check yourself
Why does Fullerton say to keep artwork crude in early prototypes?
In Up the River, what does the "waterfall" rule add?
What can a paper FPS prototype teach you, and what can't it?
The four steps for building a physical prototype are…
Which statement about rules and features is correct?
Chaim Gingold's ideal window for a prototype?
What does the "core mechanic" mean?
How did Magic's playtesting address "rich kid syndrome"?
The single most important thing a designer does, and the one they understand least
Playtesting is how the designer learns how players actually experience the game. Recruit the right testers, run a scripted session, shut up and watch, take notes, and take criticism without defending. Test from day one, not at beta.
What playtesting is and isn't
People think playtesting is "just play the game and gather feedback." It actually involves selection, recruiting, preparation, controls, and analysis. It is not:
| Activity | What it is |
|---|---|
| Internal design review | The designer and team play and talk about features |
| QA testing | Quality assurance rigorously checks the software for flaws |
| Focus group testing | Marketing execs behind a mirror asking a sample group what they'd pay |
| Usability testing | Systematic analysis of mouse and eye movements, navigation patterns |
| Playtesting | What the designer does throughout the process to gain insight into how players experience the game |
Halo 3 got over 3,000 hours of playtesting with 600+ players. Your game might get 10 or 20 testers in a garage. Both count. The designer stays the player's advocate through the whole long production, and the testing cycle gets tighter as it goes so you're fixing smaller issues, not fundamentals, at the end. Waiting until beta to test "is really too late to make any fundamental changes"; if the core isn't fun by then, you're stuck with it.
Recruiting playtesters, stage by stage
Worried about idea theft? Use an NDA if you like, but "do not be paranoid": 99.99% of people have no intention of stealing your idea and couldn't do anything with it. Bring back your most articulate testers later to gauge progress.
Conducting a session
Common mistake: telling testers about your game, how it works, your hopes and dreams. Once you explain, you can never see their natural first impression. Her line to students: "You don't come in the box." You are an investigator and observer, not the designer. Let them make mistakes; you learn more from mistakes than from flawless play. Ideally someone objective runs the test while you watch. Otherwise, write a script to control your urge to talk:
| Section | Time | What happens |
|---|---|---|
| Introduction | 2–3 min | Welcome, thank them, explain the process, disclose recording or observers |
| Warm-up | 5 min | What games do you play? What do you like? Where do you find games? Last purchase? |
| Play session | 15–20 min | "We're testing the game, not your skill." Ask them to think out loud: "I think this is the inventory button… oh, it's not." Longer than 20 minutes and they tire. |
| Discussion | 15–20 min | Overall thoughts? Learn quickly? What's the objective? How would you describe it to a friend? Anything confusing? Walk me through it. |
| Wrap-up | Thank them, keep contact info, maybe a T-shirt |
The hardest part: listening without responding. You're attached; it's natural to get defensive. Ignore your ego, write criticism down, don't answer it. Testers want to please you, and if you lead them they'll tell you what you want to hear, which makes you feel like a genius and makes the game no better. Better bad news now than from a critic later. In groups, one vocal tester can sway the rest; set etiquette up front (respect opinions, no criticizing other testers). Before taking offense, ask if you're being too sensitive. The same rules make a production team safe and productive.
Methods, the play matrix, and taking notes
Methods of playtesting
Professional usability is usually individual because groups are good for generating ideas and bad for evaluating them, but use what you have: one-on-one (watch over the shoulder), group (best for physical prototypes), feedback forms (quantitative; SurveyMonkey or Excel), interview (a verbal quiz), open discussion, and metrics (Zynga collects data on every session). Combine them: play together, discuss as a group, then fill out forms individually. "You will be surprised how differently people respond when there is no group dynamic."
The play matrix
Fullerton's tool for giving testers a vocabulary. Horizontal axis: skill ↔ chance. Vertical axis: mental calculation ↔ physical dexterity. Chess: far left (pure skill), top (pure mental). Blackjack: right of center, top. Patterns: many video games sit lower-left (physical + skill), board games and turn-based games upper-left (mental + skill), gambling upper-right (mental + chance), young kids' games lower-right (physical + chance). Ask testers to plot your game and say which quadrant they'd move it toward. To move from chance to skill, replace dice with cards the player chooses, or let players pick a starting point or weapon instead of randomizing.
Taking notes
You will remember only the comments you expected or wanted to hear. Date every test and file notes chronologically. Her form has in-game observations, in-game questions ("Why did you move there?" "Why are you pausing?"), post-game questions grouped by general impressions, formal elements ("What was the most important decision you made?" "Did you find any loopholes?"), dramatic elements ("Graph your emotional involvement over the game"), procedures/rules/interface ("Did anything feel clunky?"), and end of session ("If you could change one thing?" "Who is this for?"), plus revision ideas. Write your own questions targeting your game's real issues, rank them, and don't exhaust testers with 20 in a row.
Usability techniques, data, and control situations
Three techniques from usability labs: do not lead (if they ask a question, ask what they think they should do; an impasse is a finding); remind testers to think out loud; and gather quantitative data with feedback forms to prioritize severity. Professional labs produce better results and you can borrow their methods.
Data gathering: time to read the rules, clicks to perform a function, speed of leveling, 1–10 ratings. Match the data to the problem: clunky start means measure time per procedure; not dramatic enough means ask qualitative questions. Write your hypothesis first, then structure the test to confirm or deny it. Tools like Unity's analytics track engagement after launch. Heat maps show where players die or explore. Eye tracking, skin response, and heart rate measure excitement. But stats mislead: new testers play inefficiently, veterans have fixed habits, and physiological data is open to interpretation. Metrics complement, never replace, the designer's judgment.
Test control situations
Force players into a specific part of the mechanics: the endgame, a rare random event, a new feature, a particular level. Want to test Monopoly's jail? Start mid-game with a player already in jail, play 30 minutes, then repeat with a different financial position. Start a game near the end and test the finale four times an hour. Make one player grossly overpowered and see what happens. This is why cheat codes exist: RTS designers turn off fog of war to watch the AI or grant infinite resources to test maximum units, and developers traditionally leave them in for players to experiment.
Playtesting practice: Connect Four
It's easier to learn playtesting on a game you have no emotional stake in. Draw a 7 × 6 grid, two pens, a stopwatch. Prepare questions and a script, recruit two testers, and play a few times, timing each game. Then vary one thing at a time:
- Grid size: 9 × 8. What happens to the experience and the time to resolve? Which is more interesting?
- Objective: back to 7 × 6, but connect five. Does the grid now feel too small? Try five on 10 × 8.
- Turn procedure: two units per turn in different columns. How do strategies change? Still balanced?
- Number of players: three players, three colors. How do strategy and social dynamics change?
Four sidebars on why people play and how to test
Nicole Lazzaro, "Why We Play Games": the 4 Fun Keys
XEODesign watched players' faces and found four playstyles, each unlocking different emotions. Best-sellers (Bejeweled, WoW, Halo, Diner Dash) offer three of the four, and players rotate between them in one session.
- Hard Fun: challenge and mastery. Its key emotion is fiero, personal triumph over adversity, which requires frustration first: get the player almost ready to quit, then let them succeed. Difficulty must rise to match skill, ideally with new strategies rather than more obstacles.
- Easy Fun: exploration, fooling around, curiosity, the "bubble wrap of game design." Driving the track backward, putting Sims in the pool and removing the ladder. Players use it to cool off from Hard Fun.
- Serious Fun: playing with a purpose: DDR to lose weight, Brain Age, blowing off frustration at the boss. Rhythm and collection mechanics create value; swapping jewels feels different from swapping broken glass and droppings.
- People Fun: "People are addictive, not the game." Amusement, schadenfreude, naches (pride when someone you helped succeeds), love. People in the same room express more emotion. Players play games they don't like to be with friends.
Seven emotions you can read in a face: anger, fear, disgust, happiness, sadness, surprise, curiosity. Emotions focus attention, aid decisions, affect performance, and reward learning. Plan an emotion profile at the start of design, then prototype and test against it.
Bill Fulton, "How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes"
Most games disappoint their developers. The usual explanation is that teams are too close to their work. Fulton's alternative: developers know so much more about games than typical gamers that what's fun for them isn't yet fun for the audience. Focus tests come too late and aim at selling, not improving. Age of Empires 2 aimed to be playable by someone who'd never played a computer game. In the final tutorial test, a woman in her 70s or 80s showed up an hour early. After the tutorial she built a semblance of a nation, hid her villagers when the Mongols came, and got overrun. She said it wasn't her "cup of tea," but she understood it, a dramatic improvement over the original, where experienced gamers got stuck. AoE2 sold dramatically more.
Eric Zimmerman and Nathalie Pozzi, "A Primer for Playtesting: Don't Follow These Rules!"
Rules A–Z for playtesting anything (theater, architecture, installations, games). Before: playtest before you think you're ready (if you feel comfortable presenting, you waited too long); strategize so you can test today; know the one key question; prepare variations (change only one element); be grateful; design the learning experience; blame yourself, not the testers; know your testers; don't explain; take notes on a prepared sheet. During: be selfish (it's not for their fun); encourage talking aloud; notice everything; shut up ("not just a little, but really, completely"); see the big picture (body language, emotion); don't fear data; answer a question with a question; hunger for failure (beware "happy face syndrome"). After: discuss, concrete questions first; put feedback in context (nonexperts are the patient, you're the doctor: "make the room bigger" means "it feels small"); collaborate with testers; face the cruel truth; embrace the unexpected; the playtest process matters as much as the project. Y and Z: break these rules and invent your own.
Dennis Wixon, "Metrics in Game Design" and the Crackdown case
The riskiest assumption is that users will respond as the team does. Behavioral metrics measure what people do (percent who solved a puzzle, time to a hint); attitudinal metrics measure what they report (rate the difficulty, then the open-ended "what made it easy or hard?"). "Operationalizing" a concept means defining exactly how you'll measure it, so the team's intention and the players' performance both become explicit. Crackdown first scored 3.8 of 5 on fun, about average. Open-ended answers kept mentioning "agility orbs"; cross-tabs showed players with more orbs rated the game more fun. Recommendations: more orbs early, clearer cues, taller buildings early. The score rose to 4.2. For the demo they found fun peaked three hours in, so they accelerated skill advancement to reach that point in 30 minutes: 4.5, one of the highest ever. Lessons: metrics need a baseline for comparison; qualitative and quantitative work together; behavioral data per user enables the cross-tab.
Why this chapter matters for your projects
Your course has playtesting days for the Analog Adaptation (10/14 and 10/19), the Micro-RPG (11/2 and 11/4), and the Final Project (11/23, 11/30, 12/2), and the final playtest asks you to use "a formal methodology you have not yet tried." That's this chapter: scripts, think-aloud, feedback forms, the play matrix, control situations, and metrics. Pick a different one each time.
Check yourself
The design team playing the game and discussing its features is…
Why must you eventually stop relying on friends and family as testers?
"You don't come in the box" means…
How long should the play portion of a session last, and why?
On the play matrix, where does chess sit?
Why do cheat codes exist, according to Fullerton?
Which Fun Key produces "fiero"?
In the Crackdown study, what did cross-tabs reveal?
Games are made by teams. Here's everyone's job, and how the designer works with them.
Know every role on the developer's and publisher's teams, partner with the leads instead of going around them, give every teammate a sense of authorship, and run meetings that actually decide things.
From one person to two hundred
In the 1970s one programmer made the whole game. Space Invaders (1978) was 4 kilobytes including art and sound; Asteroids 8 KB; Pac-Man 28 KB. Today art and audio dwarf the code, production values approach film, and teams span database programmers to 3D artists. At the same time, tiny mobile teams can reach huge audiences. Even on a small team, know the roles, because you'll be doing several at once.
Publisher vs. developer. The publisher typically gives the developer an advance against royalties; the developer delivers the product, the publisher finances and distributes it. Some publishers develop in-house (Electronic Arts); some developers are owned by publishers (Naughty Dog and Media Molecule by Sony), and even then the internal team acts like a small company responsible for its own cash flow. Indies may do it all, usually with little marketing.
The developer's team
| Role | Responsibilities | How the designer works with them |
|---|---|---|
| Game designer | Brainstorms concepts, creates and playtests prototypes, writes and updates design docs, communicates the vision, creates levels, advocates for the player | Combining roles creates conflicts of interest: a designer-programmer can't be objective about a feature that took months to code; a designer-producer must argue for spending time on gameplay while guarding the budget. EA Canada solves it with a separate "development director." Some games (The Last of Us, Journey) add a "game director" who owns the emotional arc. |
| Producer | Project leader: schedule, budget, resource allocation, forecasting, motivating the team, main link to the publisher. The office is the team's "United Nations." | Sit down at the start and go over the design in detail so the schedule and budget are realistic. Understand every line item almost as well as the producer does. |
| Programmers | Technical specs, prototypes, tools, engines, data, networking, documentation, fixing bugs with QA | Learn basic programming concepts for a common language. Never go around the technical director to a database engineer; partner with the lead. Goal: programmers asking when the next playtest is. |
| Visual artists | Characters, worlds, interfaces, animations, cut scenes; specialized roles like modeling, rigging, texturing | If artists loosely followed your wireframes, evaluate objectively: maybe your design was convoluted. Hire for passion for the style (don't put an orchestral percussionist in a rock band). Communicate with visual reference (she scanned 1950s fabrics for a retro space game). Partner with the art director; start criticism positively; give artists freedom. |
| QA engineers | Test plan, execution, recording and prioritizing issues, retesting | Help them build a comprehensive plan. Don't bristle when design features come back as bugs; they're your last line of defense. Involve QA early and they'll prioritize you in crunch. |
| Specialized media | Writers, sound designers, musicians, motion capture, dialogue coaches, usually contractors | Define what you need before they start (they bill by the hour). Avoid game jargon. Involving a sound designer early can transform the experience. |
| Level designers | Implement and invent levels in the level editor; test with the designer | A great entry path (American McGee at id). Don't micromanage; foster their creativity and they'll find combinations you never imagined. |
The publisher's team
Team size, authorship, and building the team
Console teams may be 200 people for three years (GTA V took over five); the previous generation averaged 40 people and two years. An indie team might be five people for 18 months; a mid-sized team 40 people for 24 months. Art and programming are the largest groups at any size.
All contribute to design. Not everyone literally designs, but in a well-run project everyone can contribute their talents and feel a sense of authorship: "I worked on that." Her tips: weekly lead meetings; an open suggestion list; one-on-one creative talks; open brainstorms anyone can attend, from production assistants to QA; present stuck problems as creative challenges; and say "we," not "I."
Building the team. Talent matters, but the mix of talent and personality matters more; some brilliant individuals cause more trouble than they're worth on a team. Check track records and talk to people who've worked with them.
Sidebar: Tracy Fullerton, "Building Inclusive Design Teams"
Diversity isn't only gender, age, race, or background; it's also extroverts and introverts, casual and hardcore players. Assuming everyone shares your sensibilities means missing ideas. Two classroom exercises: Skill sharing: everyone writes three skills they can teach and three they'd love to learn on sticky notes worn on their shirts (C++, Maya, budgeting, fencing, surfing), mingles, and contracts with one teacher and one student for the semester. It breaks the tendency of programmers to cluster with programmers. "Yes, and": a card game with blue-sky goal cards ("a game that takes 30 years to play," "a game to play across generations") and phrase cards you must use when adding an idea, from "I love that idea!" and "What if we combine…" down to "no, but" and "shut down." Afterward the group discusses how the language shaped the brainstorm.
Team communication, meetings, and Agile
Teams communicate laterally as well as up the hierarchy; feature teammates may talk more with each other than with their own discipline. But respect the lines: one producer on each side is the single point of contact between developer and publisher, and requests go through the technical director or art director, not straight to the individual.
Meetings. If you call one, set a definite goal and tell people in advance. If you attend, come prepared. The caller leads and keeps things on track. No one is left out; no personal attacks (warn, then remove); differences of opinion are helpful. Close by reviewing decisions and action items, schedule any follow-up, and send notes to participants and absent key members.
Agile and Scrum. Modular, adaptive, people-centric development. Scrum uses small cross-functional teams that prioritize daily and iterate in short cycles, which builds communication and suits the fluid changes hard design problems demand. Big productions organize Scrum teams around features. Chapter 13 goes deeper.
Three designer perspectives
Nahil Sharkasi (Microsoft: Kinect Star Wars, Halo 5: Forge, Mixed Reality)
A former journalist who fell into games at USC's Game Innovation Lab. Loves games that blur real and virtual (Sharkrunners, where real GPS-tagged sharks drive the game). Brainstorming is "interval training for your brain": shock it with different stimuli. Process: lo-fi to hi-fi, a day or two per prototype, working down a prioritized list; "if you hit magic, keep going." Don't be precious: great ideas can be disastrous in a prototype and dull ones can be fun. On Kinect Star Wars, certification rules for achievements were written before Kinect existed, so the team negotiated to change them: question whether rules apply. Advice: "Make."
Matt Firor (Dark Age of Camelot, The Elder Scrolls Online)
Built a 16-player dial-up RPG as a hobby in 1992 before Mythic Entertainment. Favorites: Fallout (story), Half-Life, Wizardry (harsh permadeath made combat matter), EverQuest, World of Warcraft ("so much damn fun"). MMOs require creating a world as well as a game, from the IP outward to terrain, monsters, classes, economy, and strict rules for the game's direction. Camelot's PvP was "extremely thorny": abilities balanced against monsters break against humans. Advice: do whatever it takes to get in the door, then be patient until people know you're competent.
Jenova Chen (thatgamecompany: flOw, Flower, Journey)
Came from Shanghai to USC in 2003; student games Cloud and flOw led to Sony. Grad school gave him a design vocabulary "to replace 'fun' and 'cool.'" Everybody has good ideas; very few can refine one for years into something practical. Cloud started as "can we make a game about beautiful clouds?" and became the peaceful feeling of daydreaming. Start from a feeling, not features. Prototypes are sketches; spread the net wide, and abandon a prototype you've grown too used to. "Challenging" and "relaxing" are contradictory, so he kept asking what emotion the game should evoke. Advice: there is no natural-born talent, only passion and accumulated hours; set clear goals for your own hero's journey and adjust challenges to stay in flow.
Conclusion
Interpersonal skills are as important as any design skill. Take time to understand other roles, make sure they know yours, participate at the highest level, come prepared, and be the best team member you can, whether you're at the bottom or leading. There's no one right team structure; your objective is an environment where everyone can contribute their best.
Check yourself
In the typical publisher/developer relationship…
Why is combining the designer and producer roles a problem?
You need a quick database change. Fullerton says…
Artists only loosely followed your interface wireframes. Her advice?
Usability testing differs from playtesting because it focuses on…
Which practice fosters a sense of authorship across the team?
What is Scrum?
Playing a game is the voluntary attempt to overcome unnecessary obstacles
Every game has four defining traits: a goal, rules, a feedback system, and voluntary participation. Games make us happy because they are hard work we choose for ourselves, and choosing hard work produces optimism, engagement, and fiero.
Why we're suspicious of games
Our language treats games with wariness: "this isn't a game" means someone is being reckless. McGonigal argues these metaphors reflect our fear of losing track of where the game ends and reality begins, not what well-designed games actually do. To fix reality with games, we first need a good definition.
The four defining traits
What's not defining: interactivity, graphics, narrative, rewards, competition, virtual environments, even winning. Those reinforce the four traits: story makes the goal enticing, scoring makes feedback motivating, achievements multiply chances to succeed, graphics sustain attention, difficulty curves redefine the goal. Bernard Suits sums it up: "Playing a game is the voluntary attempt to overcome unnecessary obstacles." Hence Fix #1: Unnecessary Obstacles. "Compared with games, reality is too easy."
Testing the definition
- Golf: you could drop the ball in the hole by hand. You agree to stand far away and swing a club. Feedback: did it go in, and how many strokes.
- Scrabble: spelling words with tiles is "typing." Seven random letters, building on others' words, a finite supply of each letter, and points turn it into a game 150 million people in 121 countries play.
- Tetris: a game you cannot win. Pieces fall faster until you fail. Beloved anyway because of intense feedback: visual (rows vanish with a poof), quantitative (score ticks up), qualitative (it feels harder). Digital games' tight feedback loop keeps you "on the very edge of your skill level," which is flow. James Carse: finite games we play to win; infinite games we play to keep playing. Tetris is infinite.
- Portal: you wake in a sealed room with no instructions. Your first goal is to figure out your goals; pick up a clipboard and an AI begins the "tests." Modern games often reverse the order: you learn the feedback system first, and it guides you to the goal and rules. Gamers rarely read manuals; a well-designed game is playable with no instruction.
Gamers don't want to game the system. They want to play the game: explore, learn, improve, and volunteer for hard work they care about. Which raises the question: why are we spending 3 billion hours a week on unnecessary obstacles?
How games provoke positive emotion
"Games make us happy because they are hard work that we choose for ourselves." Brian Sutton-Smith: "The opposite of play isn't work. It's depression." Depression is a pessimistic sense of inadequacy plus a lack of activity; gameplay is the reverse: an optimistic sense of your own capabilities plus an invigorating rush of activity. It activates the attention, reward, motivation, emotion, and memory systems all at once. Real-world hard work often fails us because it's imposed, stressful, criticized, or invisible in its impact, or because it isn't hard enough and we're bored.
Seven kinds of work games offer
Noël Coward: "Work is more fun than fun." Experience sampling (paging people at random to ask what they're doing and how they feel) finds that "relaxing" fun like TV, chocolate, and window-shopping leaves us feeling worse: less motivated, less confident. We reach for it to escape stress and overshoot into boredom and depression. Hard fun is eustress: physiologically identical to negative stress, but chosen, so we feel confident and optimistic. Games rank among the activities with the highest interest and positive mood during and after. Tal Ben-Shahar: "We're much happier enlivening time rather than killing time."
Fiero, and "this could be a game"
is Italian for pride, adopted by designers for the rush after triumphing over adversity. Everyone expresses it the same way: arms over the head, yelling. Stanford researchers call it part of our "caveman wiring," the emotion that made us leave the cave; it lights up three reward structures in the brain, and the harder the obstacle, the bigger the rush.
Her close: a good game is a powerful tool for inspiring participation and motivating hard work, and on a network it can motivate millions at once. Everything good games can do stems from organizing us around a voluntary obstacle. Stop saying "This isn't a game." Start saying "This could be a game."
Connect it to Fullerton: McGonigal's four traits map onto formal elements (goal = objective, rules = rules and procedures, feedback = outcome and system feedback, voluntary participation = the lusory attitude and magic circle). Her "hard fun" and fiero are Lazzaro's Hard Fun key from Chapter 9, and "edge of your skill level" is Chapter 4's flow.
Check yourself
McGonigal's four defining traits of a game?
Bernard Suits's definition of playing a game?
Why is Tetris so compelling even though you can't win?
What does Portal show about modern games?
"The opposite of play isn't work. It's ______." (Sutton-Smith)
Experience sampling research finds that "relaxing fun" like TV…