GAME 2500 · Foundations of Game Design · Northeastern · Fall 2026

The Playcentric Primer

Every assigned reading from Tracy Fullerton's Game Design Workshop (Intro, Chapters 1–7, 9, and 12) plus the Reality is Broken excerpt, broken into short lessons you can actually finish. Read a block, check yourself, move on. Any dotted-underlined name or term opens a popup with more detail. Your progress saves in this browser.

Download as PDFTextbook: Game Design Workshop, 4th ed.Author: Tracy Fullerton (USC Games)Pages covered: xxxi–xxxiii, 1–239, 277–309, 391–421
DUE MON 9/14
Intro + Chapter 1 (with Playful Production Process intro)
DUE WED 9/16
Chapters 2 + 3 (with Reality is Broken pp. 34–48)
DUE MON 9/21
Chapters 4 + 5 · Flash 2: Dramatic Elements & Systems
DUE MON 9/28
Chapters 6 + 7 · Flash 4: Putting it All Together
DUE WED 10/7
Chapter 9 · Analog Adaptations workday
DUE MON 11/9
Chapter 12 · Collaboration for Ideation
Introduction · pages xxxi–xxxiii, plus the Part 1 opener on page 1

Why this book makes you build games instead of just reading about them

About 6 minutes3 lessons · 3 check questions
Big idea

The only way to become a game designer is to make games. This book is a set of exercises, not a text to memorize.

Lesson 1

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:

"Part engineer, part entertainer, part mathematician, and part social director, the role of the game designer is to craft a set of rules within which there are means and motivation to play."Fullerton, Introduction

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.

Lesson 2

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.

Lesson 3

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.

StepWhat you learnWhere in the book
1. Understand how games workRules, procedures, objectives. What is a game? What makes one compelling?Part I (this is where you are now)
2. Conceptualize, prototype, playtestBuild rough physical or digital prototypes, put them in players' hands, revise from feedbackPart II
3. Understand the industryWhere the designer fits on a team and in the businessPart 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.

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Check yourself

Why does Fullerton tell you NOT to build your first design in software?

Why: Paper prototypes strip away code, art, and tech so you can see the system itself. You'll build in software later, once the core works.

Which of these is the designer's job, according to the Introduction?

Why: "Means and motivation to play" is the definition. Story and code are other people's jobs on a team.

What are the three most important game design skills she names?

Why: Everything else in the course hangs off this loop. Chapter 1 turns it into a full process.
Chapter 1 · The Role of the Game Designer · pages 3–29

The designer is the player's advocate, and the process is a loop

About 15 minutes6 lessons · 6 check questions
Big idea

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.

Lesson 1

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.

"It's not locking things in place; it's giving birth and parenting."Fullerton on the art of game design
Exercise 1.1 · Become a Tester
Play a game and observe yourself. Write one page of notes on what you did and felt. Then watch a friend play the same game and take notes. Compare.
Lesson 2

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:

CommunicationThe most important skill. You'll "sell" your game many times: to teammates, management, investors. Also means listening and compromising. Listening gives teammates a sense of authorship, and a rejected idea can spark one you do use. Her compromise example: a feature is technically impossible, the programmers offer an alternative that loses the essence, and you must adapt the idea "elegantly" so the gameplay survives.
TeamworkTeams span programmers, artists, and executives who speak different professional languages. The designer is a "universal translator," making sure everyone is building the same game.
ProcessGames are fragile systems; change one variable and ripples spread. Fixing one bug can create five. Good process (playtesting, controlled iterative changes) is what rescues a game from ending up D.O.A.
InspirationSee the world as systems with rules, goals, and obstacles: money, dating, ant colonies. Will Wright turned ant colonies into SimAnt, the Gaia hypothesis into SimEarth, and Maslow's hierarchy into The Sims.
Becoming a better playerDevelop "game literacy": play with conscious attention to your own experience and the underlying system, the way a musician develops an ear. Keep a game journal. Don't review features; dig into one meaningful moment and why it worked.
CreativityEveryone's differs: some generate lots of ideas, some dig into one, some think alone, some bounce ideas off a group. Miyamoto's childhood hike to a hidden lake became the feeling of Zelda. You Don't Know Jack mashed Shakespeare with the Brady Bunch. Keita Takahashi was asked for a racing game and made Katamari Damacy instead. Fullerton's own game about Thoreau's time at Walden Pond took ten years and a deep commitment to a "strange" idea.

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.

Exercises 1.2 – 1.5
D.O.A.: pick a game that was dead on arrival and explain what the designers missed. Your Life as a Game: list five areas of your life that could be games. Game Journal: start one and write daily. Your Childhood: list ten childhood games and what made each compelling.
Lesson 3

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.

Lesson 4

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:

Set playerexperience goals Conceive anidea or system Formalize it(write / prototype) Test it againstthe goals Evaluate andprioritize results IMPROVE → modify, test again FUNDAMENTALLY FLAWED → back to the start POSITIVE → done
Figure 1.8 in the book. If results are negative and the idea is fundamentally flawed, go back to step one. If they point to improvements, modify and test again. If positive, you're finished with this loop.

This loop applies to everything from the first concept to final QA. The full process she lays out has seven steps:

StepWhat happensKey output
1. BrainstormingSet experience goals, generate concepts, narrow to the top threeOne-page treatment for each
2. Physical prototypePen-and-paper version; playtest it3–6 page gameplay treatment once it works
3. Presentation (optional)Pitch to secure funding or team buy-inDemo art + gameplay treatment
4. Software prototype(s)Rough digital models with cheap temporary graphicsWorking core gameplay in code
5. Design documentationCapture goals for the team; often a wiki, not a giant static docA living collaboration tool
6. ProductionFull team, sprints, keep testing; changes should get smaller and smallerThe game
7. Quality assuranceGameplay should already be solid; focus on usability and accessibilityShippable 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.

Lesson 5

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.

Lesson 6

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:

DesignerKnown 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!"

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Check yourself

Which of these is a player experience goal rather than a feature?

Why: Experience goals describe what players feel or face, not what the game contains. Features come later and get tested against the goal.

The designer's role "first and foremost" is to be…

Why: Everything in the playcentric approach follows from seeing the game through the player's eyes.

In the iterative loop, what should you do if playtesting shows the idea is fundamentally flawed?

Why: Improvements mean modify and retest. Fundamental flaws mean start over. That's cheap on paper and expensive in code.

Fullerton says the most important skill a designer can develop is…

Why: You have to "sell" the game to teammates, management, and investors, and also listen and compromise.

What was the first prototype of SiSSYFiGHT 2000?

Why: Post-its came first, then the IRC text version, then the real build. Paper before code.

Glenn Entis (EA) says a prototype should be…

Why: A physical prototype gets the team arguing and interacting, which is how ideas actually get shared.
Chapter 2 · The Structure of Games · pages 31–56

What do Go Fish and Quake have in common? Everything that makes them games.

About 15 minutes6 lessons · 7 check questions
Big idea

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.

Lesson 1

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.

Exercise 2.1 · Think of a Game
Describe one game in detail to someone who's never played anything like it. Then describe a completely different game. Compare: which elements were different, and which were the same underneath?
Lesson 2

The eight formal elements

ElementWhat it meansGo FishQuake
Voluntary participants who accept the rules and actively make decisions3–6 players competing with each otherOne player vs. the game system
What players are trying to accomplish. Films and books give you no objective; games doMake the most books of fourStay alive, complete the level
The actions or methods of play the rules allow. In digital games, the controlsDeal five, ask a player for a rank, drawWalk, run, jump, swim, shoot, pick up
Define objects and concepts, limit behavior, prescribe what happens in situationsCards go face down; you must hand over a requested JackEight weapons; shells only fit shotguns
Objects with value because they are useful and scarceCards of each rankWeapons, ammo, health, power-ups
Rules and procedures keep you from reaching the goal directlyAsk one player at a time, risk losing your turnMaze of enemies and hazards blocks the exit
The game's rules apply only inside the game, not in real lifeConceptual: the social agreement to playPhysical: the 3D level's walls in code
Uncertain, but there will be a measurable, unequal result (winner, loser)Most books winsSurvive 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.

Exercises 2.2 – 2.5
Players: how do players join a game of Go Fish vs. single-player Quake (social, procedural, technical steps)? Any similarities? Objectives: list five games and their objective in one sentence each. Rules: can you think of a game with no rules? One rule? Why is this hard? Conflict: compare how football and poker create conflict.
Lesson 3

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:

Conflict creates tension. Rising challenge builds tension; too much causes frustration; flat or falling challenge causes boredom. Balancing this is key to keeping players engaged.
Salen and Zimmerman define play as "free movement within a more rigid structure," like the play in a steering wheel. Rigid rules create room for imagination, fantasy, and free-form interaction. Play can be serious (a chess Grand Master match), charged and aggressive (a Quake tournament), or an outlet for fantasy (World of Warcraft, Guild Wars 2).
Context for the formal elements. Monopoly's premise (being a rich land-grabbing landlord) was appealing during the Great Depression and still is. Quake's is violent military imagery; World of Warcraft's is a fantasy world of archetypal quests. Premise makes choices easier to contextualize and involves players emotionally.
An agent through which drama is told, and a vessel for the player's own participation, a "mask we create and direct." Role-playing and digital games made this tool possible; think of how Mario has evolved.
Differs from premise because it has narrative: a premise doesn't have to go anywhere, but a story unfolds as the game progresses. The debate is ongoing: how much story is too much? Should gameplay change the story, or story dictate gameplay?
Exercises 2.6 – 2.8
Challenge: name three games you find particularly challenging and why. Premise: what are the premises of Risk, Clue, Pit, and Guitar Hero (or games you know)? Story: has a game story ever gripped or moved you? Why or why not?
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.

Lesson 4

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:

A game is

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.)

Lesson 5

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.

Lesson 6 · Do this one

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):

  1. Draw three dots randomly on the paper.
  2. 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.
  3. 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.
  4. 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.

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Check yourself

Which list is the eight formal elements?

Why: A memory hook: P-O-P-R-R-C-B-O. The first list is dramatic elements plus extras.

The "lusory attitude" is…

Why: Suits's golf example: you could drop the ball in the hole by hand, but you hit it with a stick because you accepted the rules.

What is the "magic circle"?

Why: "Temporary worlds within the ordinary world, dedicated to the performance of an act apart."

How does a resource differ from any other game object?

Why: Both are required. Useful but unlimited isn't a resource; scarce but useless isn't either.

Fullerton's working definition of a game does NOT include which phrase?

Why: Nothing about technology is in the definition. Go Fish qualifies just as much as Quake.

Why does Fullerton dislike the term "gamification"?

Why: She likes the impulse (playful engagement with important ideas) but says real engagement needs deeper system design.

In Scott Kim's terms, what is a puzzle?

Why: Fun makes it play; the right answer distinguishes it from games (winning) and toys (no goal).
Chapter 3 · Working with Formal Elements · pages 57–95

Each formal element is a design lever. Pull one and the others move.

About 20 minutes8 lessons · 8 check questions
Big idea

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.

Lesson 1

Start by breaking a game

Exercise 3.1 · Gin Rummy
Take away the discard procedure and try to play. Then take away drawing too. Then remove the objective. What's missing each time? The point: a game without players, an objective, rules, or procedures "is not a game at all."

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."

Lesson 2

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.

Exercise 3.2 · Three-Player Tic-Tac-Toe
Make a version that works for three players. You'll probably have to change the board size and the win condition. Changing one formal element forces others to change.

The seven player interaction patterns (from E. M. Avedon)

PatternStructureExamples
1. Single player vs. gameOne player against the system; needs puzzles or obstacles for conflictSolitaire, Pac-Man, Tomb Raider
2. Multiple individuals vs. gameSeveral people play the system side by side, not against each otherBingo, roulette, FarmVille
3. Player vs. playerTwo players directly compete; personal, head-to-headChess, tennis, Mortal Kombat
4. Unilateral competitionTwo or more players vs. one. "Highly undervalued"Tag, dodgeball, Scotland Yard
5. Multilateral competitionThree or more directly compete; board games are tuned for 3–6Poker, Monopoly, Call of Duty, StarCraft II
6. Cooperative playTwo or more players together against the systemLeft 4 Dead 2, Journey, Portal 2
7. Team competitionTwo or more groups compete; fans, clans, and guilds spring up around itSoccer, 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.

Exercise 3.3 · Interaction Patterns
For each of the seven patterns, list your favorite games. If you can't think of any for a pattern, research some and play them.
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.

Lesson 3

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:

CaptureTake or destroy the opponent's stuff while avoiding capture. Chess, checkers, Quake, WarCraft.
ChaseCatch or elude. Tag, Fox & Geese, Assassin, Need for Speed, Scotland Yard.
RaceReach a goal first, by dexterity or chance. Footrace, Parcheesi, backgammon, Virtua Racing.
AlignmentArrange pieces in a configuration or make matching sets. Tic-tac-toe, Connect Four, Othello, Tetris, Bejeweled.
Rescue or escapeGet a unit to safety. Super Mario Bros., Prince of Persia, Ico.
Forbidden actMake the opponent break a rule: laugh, let go, move wrong. Twister, Operation, Ker-Plunk, Johann Sebastian Joust. Rare in digital games.
ConstructionBuild, maintain, or manage. Animal Crossing, Minecraft, SimCity, The Sims, Settlers of Catan.
ExplorationExplore game areas, almost always combined with another objective. Colossal Cave, Zelda, Skyrim, Gone Home.
SolutionSolve a problem or puzzle first or best. Myst, Infocom text adventures, Tetris, tic-tac-toe.
OutwitUse knowledge to beat other players: trivia (Jeopardy!) or in-game social knowledge (Diplomacy, Survivor).

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.

Exercise 3.4 · Objectives
List ten favorite games and name each objective. Do you see similarities? Try to define the types of games that appeal to you.
Lesson 4

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.

Exercise 3.5 · Procedures for Blackjack
List blackjack's starting action, progression, special actions (split, double down), and resolving action.
Lesson 5

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:

Rules defining objects and conceptsA "straight" exists only in poker. A chess king is an abstraction; the rules just borrow the idea of a king. Digital objects can carry many hidden variables (a WarCraft II knight: cost 800 gold, 90 HP, damage 2–12, armor 4) that players learn intuitively rather than calculate.
Rules restricting actions"A player cannot move her king into check" prevents accidental loss. Go's rule against recreating a board state prevents endless loops. Field dimensions and team sizes overlap with boundaries and players. WarCraft II's "knights need a keep and a stable" keeps players on similar progression paths for balance.
Rules determining effectsIf X happens, then Y. If you answer wrong in You Don't Know Jack, others get a shot. If you run out of green mana in Jak and Daxter, you return to the checkpoint: a penalty that gets the game back on track without being cruel.

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.

Exercise 3.6 · Rules Restricting Actions
What rules restrict player actions in Twister, Pictionary, Scrabble, Operation, and Pong?
Exercise 3.7 · Rules for Blackjack
Now write blackjack's rules. Try playing from what you wrote. What did you forget, and how did the missing rules change the game?
Lesson 6

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:

TypeHow it worksExamples
LivesClassic arcade resource; more is always betterSpace Invaders, Super Mario Bros.
UnitsMultiple pieces per player; finite or renewable, same or different typesCheckers, chess, RTS games
HealthDramatizes near-loss; needs a way to restore it (med kits are fast, resting is realistic but slow)Diablo, action games
CurrencyGreases trade so players don't have to barterPoker chips, gold, Monopoly money
ActionsMoves or turns as a resource to ration20 Questions, Magic's turn phases, "focus" time in Enter the Matrix
Power-upsTemporary boosts, kept scarceMario's mushroom, Jak's blue eco
InventoryCollected objects made scarce by price or the risk of finding themRPG loot, a Magic deck, ammo
Special terrainPlaces on the map that give valueWarCraft gold mines, Scrabble triple letter, baseball bases
TimeInherently dramatic: countdowns, ticking bombsSpeed 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.

Exercises 3.8 – 3.9
Utility and Scarcity: what are the resources in Scrabble and Call of Duty? How are they useful, and how does the system make them scarce? Resource Types: for each of the nine types, list favorite games that use it; research any you can't fill in.
Lesson 7

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."

Lesson 8

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:

Exercises 3.10 – 3.13
Conflict: where does conflict come from in Tetris, Frogger, Bomberman, Minesweeper, and solitaire (obstacles, opponents, dilemmas, or a mix)? Boundaries: what are the physical and conceptual boundaries of Dungeons & Dragons? Outcome: name two zero-sum and two non-zero-sum games and how the difference changes play. Revise: change backgammon so it doesn't depend on chance. How does the gameplay change?
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Check yourself

Tag, dodgeball, and Scotland Yard are examples of which interaction pattern?

Why: One player against the group. Fullerton calls this pattern "highly undervalued."

Twister and Operation share which objective type?

Why: The goal is to make the other player break a rule: fall, buzz, let go.

What is a "core loop"?

Why: "Roll the dice, move your piece, do what the square says." Digital core loops also check game state and player input.

"A player cannot move her king into check" is an example of a rule that…

Why: It limits what you can do (and prevents accidental loss). "If you run out of mana, you return to the checkpoint" would be an effect rule.

Why is sushi a resource in Katamari Damacy but not in Diablo III?

Why: Resources must have both utility and scarcity within that specific system.

"Buy a new property or upgrade one you already own" is conflict from…

Why: The three sources are obstacles, opponents, and dilemmas. A dilemma is a choice with a range of consequences.

Which is a non-zero-sum game?

Why: In zero-sum games one player's win is exactly another's loss. Cooperative, MMO, and narrative games break that.

What does Brenda Romero mean by "the mechanic is the message"?

Why: "Pure mechanic is pure player." In Train, the player followed the rules, and the resulting meaning is theirs alone.
Chapter 4 · Working with Dramatic Elements · pages 97–127

Formal elements make it a game. Dramatic elements make you care.

About 20 minutes7 lessons · 8 check questions
Big idea

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.

Lesson 1

Challenge and flow

Exercise 4.1 · Making Checkers Dramatic
Checkers has no story, no characters, no reason to capture pieces except that it's the objective. Add dramatic elements (backstory, named pieces, special board areas), play it with friends, and note whether it helps or hurts.

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 .

FRUSTRATION challenge too high for ability BOREDOM ability outgrows challenge FLOW CHANNEL ABILITY → CHALLENGE →
Figure 4.1. As ability rises, challenge must rise with it. The stepped line is a player's path: learn (ability goes right), then face a harder task (challenge goes up), staying inside the channel.

The eight elements of flow

  1. A challenging activity that requires skill. Goal-directed, bounded by rules, needs skill (physical, mental, social). No skill means meaningless, not challenging.
  2. Merging of action and awareness. The activity becomes spontaneous, almost automatic; you stop feeling separate from what you're doing.
  3. Clear goals and feedback. Musicians know the next note and hear mistakes. Players know what wins and get direct feedback.
  4. Concentration on the task at hand. Laundry and TV disappear. Full-screen interfaces exist for this reason.
  5. 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.
  6. Loss of self-consciousness. No room for ego protection, yet you emerge with a stronger sense of self afterward.
  7. Transformation of time. Hours pass like minutes (or a split second stretches out). Games are notorious for this.
  8. 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?

Exercises 4.2 – 4.4
Dramatic Games: name five games you find dramatically interesting and what makes them compelling. Skills: list the skills your favorite games require, and other skills people enjoy that you could build a game around. Goals and Feedback: pick three games, list the feedback each gives, and relate it to the ultimate goal.
Lesson 2

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)

AgônCompetitive play. Chess, sports, WarCraft III.
AleaChance-based play. Dice, roulette, lotteries.
MimicryMake-believe play. Role-playing, theater, dress-up.
IlinxVertigo play. Spinning, roller coasters, extreme sports.

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.

Exercise 4.5 · Player Types
For each of the ten player types, name a game that appeals to it. Which type are you?
Lesson 3

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.

PremiseSettingProtagonistStory begins when
Star Wars IVA faraway galaxyLuke, a farm boy who wants to join the rebellion but is held back by loyaltyHis uncle buys two droids carrying secrets
Fellowship of the RingMiddle-earthFrodo, a Hobbit happy at homeHe inherits a ring that threatens all of Middle-earth
Die HardAn L.A. office towerJohn McClane, off-duty cop trying to reconcile with his wifeTerrorists seize the building and take his wife hostage
Space InvadersEarth, under alien attackAn anonymous defenderThe first shot is fired
PitfallA forbidden junglePitfall Harry, explorer and fortune hunterYou enter the jungle
DiabloTristram, ravaged by DiabloA wandering warriorYou accept the townspeople's quest
MystA deserted island of arcane machinesAn anonymous visitorTwo 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.

Exercise 4.6 · Premise
Write out the premise for five games you've played and describe how each premise enhances the game.
Lesson 4

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.

Exercise 4.7 · Game Characters
Name three compelling game characters. How are they brought to life? What lets you identify with them? Round or flat, dynamic or static?
Lesson 5

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:

BackstoryAn elaborate premise. Story chapters between levels (WarCraft, StarCraft) that gameplay never changes. Fail and you replay the level like Groundhog Day until you earn the next story beat.
Branching storyChoices feed predetermined branches. Heavy Rain (shave, fight, cut off your finger to save a child) has wildly different endings. Usual problem: limited scope, simplistic feel, dull paths.
Emergent storyStory arises from gameplay. The Sims gives tools (snapshots, scrapbooks) so players build stories the designers never wrote.

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.

Exercise 4.8 · Story
Pick a game that successfully melds story with gameplay. Why does it succeed? How does the plot unfold as the game progresses?
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.

Lesson 6

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.

Exposition Conflict Rising action Climax Falling action Resolution TENSION →TIME →
Figure 4.20. Exposition sets up the world. Conflict appears when the protagonist's goal is opposed. Rising action escalates to a climax whose outcome decides everything, then falling action and resolution.

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.

Exercises 4.9 – 4.11 · Plotting a Story
Pick a story game you've finished (Mass Effect 3, Deus Ex, BioShock Infinite, KOTOR). (1) Plot the story on the dramatic arc: exposition, protagonist, conflict, what raises tension, the climax, the resolution. (2) Plot the gameplay on the same arc: are controls explained in the exposition, does gameplay raise tension, what gameplay event is the climax? (3) Propose three changes to integrate story and gameplay better.
Lesson 7

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.

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Check yourself

According to flow theory, what happens when challenge stays flat while a player's ability rises?

Why: Too much challenge causes frustration; too little causes boredom. Flow is the channel between them, which requires challenge to rise with skill.

The "paradox of control" means…

Why: Guaranteed success isn't enjoyable. Meaningful choices without assured outcomes are the sweet spot.

An activity done for its own sake is called…

Why: Greek for "an end in itself." Most of life is exotelic (done for another goal); art, music, sports, and games are autotelic.

Match Caillois's terms: roller coasters and spinning until dizzy are…

Why: Ilinx is vertigo play. Agôn is competition, alea is chance, mimicry is make-believe. Ludus (rules) vs. paidia (free-form) cuts across all four.

A premise's first job is to…

Why: Shoot aliens instead of blocks; find diamond rings instead of "a resource worth 5000 points." Emotional appeal is the second job.

"Agency" in a game character refers to…

Why: Agency is the practical function; empathy is the emotional attachment. Designers balance the two.

Why is traditional storytelling hard to integrate into games?

Why: That's why designers try backstory, branching, and emergent approaches, each with tradeoffs.

What did playtesting reveal about Journey's dramatic arc?

Why: A designed arc still needs playtesting. Chen mapped emotional intensity per level against the Hero's Journey and adjusted from player data.
Chapter 5 · Working with System Dynamics · pages 129–167 · due Mon 9/21

A game is a system. Set it in motion and things emerge you couldn't predict.

About 25 minutes8 lessons · 8 check questions
Big idea

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.

Lesson 1

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:

ObjectsThe building blocks: chess pieces, the bank in Monopoly, the players themselves, avatars, and even terrain (squares on a board, yard lines). Define terrain with the same care as pieces.
PropertiesValues that describe an object. A checker has three: color, location, type (normal or king). A Diablo character has dozens (health, strength, dexterity, experience, level) that change during play. More properties means less predictable relationships.
BehaviorsPotential actions an object can take in a given state. A checker: move diagonally forward one space, or jump to capture (and you must jump if you can). A Diablo character: run, attack, cast, pick up, talk, trade, learn skills. More behaviors add choice and reduce predictability.
RelationshipsHow objects relate. No relationships means you have a collection, not a system: blank index cards are a collection; number them and they become a system. Relationships can be fixed (a numbered sequence, Monopoly's board), change with play (checkers moving), depend on proximity and need (The Sims' fridge is more interesting to a hungry Sim), or be introduced by chance.

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.

Exercises 5.1 – 5.3
Pick a board game you own with clearly identifiable objects (strategy games work best). List every object and its properties. Then add each object's behaviors in different game states. Then describe the relationships: defined by position? power? value?
Lesson 2

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.

Lesson 3

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

MastermindClue
Players2: code-maker and code-breaker3–6, all the same role
Puzzle size4 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 learnPure logic and deduction from feedback pegsLogic plus dice, movement, social cues, reading faces
ChanceNoneDice and board movement even the field for weaker deducers (kids)
DramaNoneMurder 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.

Exercise 5.4 · System Dynamics
Take your game from 5.1–5.3 and make significant changes to properties, behaviors, or relationships (in Monopoly, change every price and rent, or the movement rules). Play. Still balanced? Playable? Change something else (remove all positive Chance cards). Keep going until the game breaks. What was the crucial change, and why did it break the game?
Lesson 4

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?

GameTypeProductMoneyPricesTrading
PitSimple barter. Eight commodity suits of nine cards, worth 50–100 points; corner a market by collecting all nineFixedNoneFixed (printed)Unrestricted (equal counts only)
Settlers of CatanComplex barter. Settlements produce brick, wood, wool, ore, wheat; trade only on your turn, resources only, unequal amounts allowedControlled growth (dice production; roll a 7 and anyone over 7 cards loses half)NoneMarket value, capped by the bank's 4:1 tradeRestricted by turn
MonopolySimple market. 28 properties, $1,500 to start; unsold property goes to auction; players trade at any agreed priceFixedControlled growth ($200 per lap; the bank never goes broke)Market value (face value, then auction and trades)Unrestricted
Ultima Online / EverQuestComplex market, persistent. Start with a little gold and gear; enter the "labor market" killing small animals; sell to shopkeepers or playersControlled growth (Ultima tried self-regulating recycling but players hoarded, so designers took direct control)Controlled growthMarket value with a base (shopkeepers buy anything, keeping newbies employed; scarce items trade player-to-player)Unrestricted
Magic: The GatheringMetaeconomy. The game has no trading inside it; the cards are the resource of a worldwide market around itControlled growth (publisher sets rarity)NoneMarket 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.

Exercise 5.5 · Bartering Systems
Add a layer of complexity to Pit's trading, for example commodity values that change dynamically during play.
Lesson 5

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.

Lesson 6

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.

OpenComplete information about the game state. Chess, Go. Encourages calculation-based strategy.
HiddenPlayers don't see certain data. Five-card stud with all cards face down: you only know how many cards and how they bet. Encourages bluffing and social reading; appeals to a different player.
MixedSome data known, some not. Seven-card stud (some cards up, some down), blackjack.
DynamicInformation changes during play. WarCraft's "fog of war": you see enemy territory only while a unit is there, then the view freezes. Mostly possible only in digital games.

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.

Exercises 5.6 – 5.8
Hidden Information: take an open-information game (chess, checkers, Go, mancala) and add hidden information. How does strategy change? Information Structures: classify Unreal Tournament, Age of Empires, Jak II, Madden, Lemmings, Scrabble, Mastermind, and Clue as open, hidden, mixed, or dynamic. Control: for the same games, direct or indirect? Real-time or turn-based? Any mixed cases?
Lesson 7

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:

  1. 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.
  2. Fair and balanced. Every player has an equal opportunity. Built-in advantages make others feel cheated. Dominant strategies and overpowered objects reduce meaningful choice.
  3. 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.

Lesson 8

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.

Key concepts in this section · tap for the full card
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Check yourself

What are the four basic elements of a system?

Why: Objects are defined by their properties and behaviors, and by their relationships with other objects.

A stack of blank index cards is a collection. What turns it into a system?

Why: No relationships, no system. Remove the "3" from a numbered sequence and the dynamics change.

If WarCraft II's damage were replaced with a random 1–20 roll, what would happen?

Why: Chance would dominate, so armor and unit upgrades stop mattering. Removing all chance instead makes fights predictable and boring.

Why does chess stay interesting after you master its rules, unlike tic-tac-toe?

Why: Tic-tac-toe's fixed relationships and tiny tree let you learn the optimal moves. Chess is too vast to tree out, so players use pattern recognition.

In Catan, when a 7 is rolled anyone holding more than seven cards discards half. This is a…

Why: It counteracts the prosperous player's advantage, pushing toward equilibrium and keeping the game from resolving too quickly.

"Fog of war" in an RTS is an example of which information structure?

Why: Information changes as units move in and out of territory, shifting the balance between knowledge and cunning.

Conway's Game of Life demonstrates…

Why: Birth at exactly three neighbors, death below two or at four or more. From that, "life-form-like patterns" emerge.

What are the three things to test for when tuning, in order?

Why: Loopholes first, then fairness, then fun tested with the intended audience.
Chapter 6 · Conceptualization · pages 169–201 · due Mon 9/28

Ideas don't come from thin air. Here's how to manufacture them.

About 20 minutes7 lessons · 7 check questions
Big idea

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.

Lesson 1

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:

  1. Preparation: immersion in a topic or set of problems.
  2. Incubation: ideas churn below consciousness.
  3. Insight: the "aha!" moment.
  4. Evaluation: deciding whether the insight is valuable and original.
  5. 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.

Exercises 6.1 – 6.3
Below the Surface: take the last article you read and list its systematic aspects (objectives, rules, procedures, resources, conflict, skills). Do this several times a week. Game Deconstruction: turn a journal analysis into a presentation and lead a discussion. Board Game Analysis: play one of the games above, analyze it, then watch a new group learn it without helping.
Lesson 2

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:

State a challenge"Design a game in which players must make strong alliances and then betray them." "A game with a special role for parents and children together." "A game that uses only one button." The first is a player experience goal; the others will need refining into one.
No criticismDon't self-censor alone; don't criticize teammates. Wounded people stop contributing, "the death of creativity." Use the "yes, and" rule: start every contribution with those words so you build on others.
Vary the methodTry structures you're uncomfortable with. Let others lead. "Do not be afraid of losing control—if you are, you have already lost it."
Playful environmentLeave your desk. Bring toys: a Nerf ball, blocks.
Put it on the wallWhiteboards and big paper get people on their feet and let the whole group see and build on ideas.
Go for lots of ideasAim for 100 ideas an hour. Number them so you can refer back quickly and measure output like reps at the gym.
Don't go too longSessions naturally die after about 60 minutes.
Exercise 6.4 · Blue-Sky Brainstorm
Design an impossible "remote control" for a stereotypical character: door-to-door salesman, busy mother, God, superhero, or politician. First brainstorm the character (what's interesting to control? free will?), then the controller's buttons. Blue sky means anything goes.
Lesson 3

Alternate methods for generating ideas

List creationList everything on a topic, then lists on variations. Writing free-associates and organizes at once.
Idea cardsOne word per index card, mix in a bowl, draw pairs. "Nectar" + "giants" = nectar giants whose bodies smell like persimmons.
Mind mapCore idea in the center, related ideas radiate out. Map the game's verbs and the feelings attached to them. The Need for Speed: Most Wanted team did this at EA's workshop because teams often didn't share basic vocabulary.
Stream of consciousnessWrite as fast as possible for 10 minutes, no editing, then read it back.
Shout it outSame, but talk into a recorder for five minutes and transcribe.
Cut it upCut random words and images from a magazine and combine them into a concept.
Surrealist gamesThe Dadaists and Surrealists used chance to collide with the unconscious. Exquisite Corpse: each person writes a word type, folds, passes; read the poems aloud. "The exquisite corpse shall drink the new wine."
ResearchThe opposite of randomness. Fascinated by giant squid? Learn everything. If your game is about fishing, go fishing. Also research your target players by watching what they already play and asking what's missing.
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."

Lesson 4

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.

Lesson 5

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.

Exercises 6.5 – 6.8
Exquisite Corpse: play the word version with a group. Do It: gather a team, state a challenge, and generate 100 ideas in 60 minutes. Describe Your Game: one or two paragraphs on the essence of your idea, including your X (razor and slogan). Write a Treatment: expand it to three to five pages: who it's for, what makes it appealing, the formal and dramatic structure. It's a draft.
Lesson 6

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.

Lesson 7

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.

Exercises 6.9 – 6.10
Think of a feature you'd add to a favorite game, however far-fetched. Then storyboard it visually, step by step, as a player using it successfully, and present it for critique.
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Check yourself

Csikszentmihalyi's five stages of creativity, in order?

Why: And it's recursive, not linear. Elaboration is the longest and hardest stage.

What's the "yes, and" rule?

Why: It keeps the flow going and stops wounded teammates from shutting down.

How many ideas per hour does Fullerton suggest aiming for, and how long should a session run?

Why: Quantity over quality during the brainstorm. Number them. Energy dies after about an hour.

Why schedule editing on a different day than brainstorming?

Why: Blurring the two phases decreases brainstorm productivity. Time between also lets people form favorites.

The "razor" half of a game's X…

Why: "GoldenEye set in WWII on a PlayStation" was a great razor and a bad slogan. "Prepare for your finest hour" was the reverse.

What does Fullerton mean by calling existing genres "solved problems"?

Why: Feature innovation within a genre is fine and common, but she pushes you to start from the player experience and let structure follow.

According to Kevin Keeker, focus groups are…

Why: Group polarization and social pressure distort evaluation. Give individuals concrete alternatives to rank.
Chapter 7 · Prototyping · pages 203–239 · due Mon 9/28

Build it out of paper first. Sketches, not blueprints.

About 25 minutes8 lessons · 8 check questions
Big idea

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.

Lesson 1

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.

Lesson 2

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.

Exercises 7.1 – 7.6
Modify Your Prototype: change three aspects of Battleship, play after each, describe the effect. Up the River Variation: set an experience goal, change the system, test with friends. Movement and Shooting: invent your own FPS rules before reading hers. Build It Yourself: build the FPS prototype and note problems and questions. Features: add the suggested features and record how each changes play. Working Backward: strip two RTS games (StarCraft II, Age of Empires IV) to what they share, then put those core mechanics on paper.
Lesson 3

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.
Lesson 4

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.

Exercises 7.7 – 7.8
Sketch the core gameplay of two or three games you know. Then diagram your own idea from your treatment; guess where you're unsure.
Lesson 5

Building the prototype: four steps

  1. 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.
  2. 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.
  3. 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.
  4. 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.

Lesson 6

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.

Lesson 7

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.

Exercise 7.9 · Prototype Your Own Game
Paper-prototype the idea from your treatment using foundation, structure, formal details, refinement. It's hard. When stuck, take your best guess and iterate.
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Check yourself

Why does Fullerton say to keep artwork crude in early prototypes?

Why: The process is about iteration and change. Attachment is the enemy of iteration.

In Up the River, what does the "waterfall" rule add?

Why: The bottom board piece moves to the top each round, and boats on it are lost. A dice race becomes a dilemma.

What can a paper FPS prototype teach you, and what can't it?

Why: One game can have many prototypes, each answering different questions.

The four steps for building a physical prototype are…

Why: Core gameplay with minimal rules, then the essential skeleton, then the rules that make it complete, then features one at a time.

Which statement about rules and features is correct?

Why: A new laser gun needs rules for use, damage, and interactions. Rules first, features later.

Chaim Gingold's ideal window for a prototype?

Why: Anything longer "sets off alarm bells." Minimize time to your first failure.

What does the "core mechanic" mean?

Why: Games are repetitive by nature. Isolate the core, diagram it, and build out from there.

How did Magic's playtesting address "rich kid syndrome"?

Why: Garfield also found that homogeneous card power doesn't work because players only use the best cards.
Chapter 9 · Playtesting · pages 277–309 · due Wed 10/7

The single most important thing a designer does, and the one they understand least

About 25 minutes8 lessons · 8 check questions
Big idea

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.

Lesson 1

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:

ActivityWhat it is
Internal design reviewThe designer and team play and talk about features
QA testingQuality assurance rigorously checks the software for flaws
Focus group testingMarketing execs behind a mirror asking a sample group what they'd pay
Usability testingSystematic analysis of mouse and eye movements, navigation patterns
PlaytestingWhat 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.

Lesson 2

Recruiting playtesters, stage by stage

Self-testingYou are the best tester during the foundation stage; it's how you find the core mechanics. Learn to play with a "fresh" mind, as naively as you can. You'll rely on it less as the game matures.
ConfidantsFriends and colleagues not on the design team, once the prototype is playable. Get to a version people can start without your intervention (write full rules). Then wean yourself: friends are too harsh or too forgiving because of their relationship with you.
StrangersOnly outsiders with nothing to gain or lose give the fresh perspective you need. Recruit from high schools, colleges, clubs, churches, user groups, online posts, a notice in a game store. Screen for people articulate enough to convey opinions. Ask about hobbies and what games they buy.
Target audienceThe ideal tester spends their own money on games like yours. They give relevant feedback, compare to other games, and know what they like "in excessive detail." Recruit a diverse spread across your audience.

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.

Exercises 9.1 – 9.3
Playtest your own prototype and start a playtesting notebook. Give it to confidants and observe without leading questions. Then recruit strangers from your target audience and schedule a session.
Lesson 3

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:

SectionTimeWhat happens
Introduction2–3 minWelcome, thank them, explain the process, disclose recording or observers
Warm-up5 minWhat games do you play? What do you like? Where do you find games? Last purchase?
Play session15–20 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.
Discussion15–20 minOverall thoughts? Learn quickly? What's the objective? How would you describe it to a friend? Anything confusing? Walk me through it.
Wrap-upThank 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.

Exercises 9.4 – 9.5
Write a script for your session that addresses your open design questions without leading. Then run the session and record everything in your notebook.
Lesson 4

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.

Exercises 9.6 – 9.7
Plot The Last of Us or Call of Duty, then Twister, then Monopoly or Clue on the play matrix and compare. Then plot five favorites. What does the pattern say about you?
Lesson 5

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.

Exercises 9.8 – 9.9
Define three quantitative measurements that answer three clear questions about your prototype. Then create three test control situations, describe their purpose, run them, and note what you observe.
Lesson 6

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?
Lesson 7

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.

Lesson 8

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.

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Check yourself

The design team playing the game and discussing its features is…

Why: Playtesting is about gaining insight into how players experience the game. QA, focus groups, and usability are also different things.

Why must you eventually stop relying on friends and family as testers?

Why: Strangers from your target audience have nothing to gain or lose by being honest.

"You don't come in the box" means…

Why: Once you explain, you can never recover their natural first impression.

How long should the play portion of a session last, and why?

Why: Followed by 15–20 minutes of discussion. Use control situations to reach later parts of the game.

On the play matrix, where does chess sit?

Why: Horizontal axis is skill vs. chance; vertical is mental vs. physical. Blackjack sits top, right of center.

Why do cheat codes exist, according to Fullerton?

Why: Control situations force rare events so you can test them repeatedly. Developers traditionally leave the codes in.

Which Fun Key produces "fiero"?

Why: Fiero is triumph over adversity and requires frustration first. Easy Fun brings curiosity; People Fun brings amusement and naches.

In the Crackdown study, what did cross-tabs reveal?

Why: Behavioral data (orbs collected) matched against attitudinal data (fun rating) took the score from 3.8 to 4.5.
Chapter 12 · Team Structures · pages 391–421 · due Mon 11/9

Games are made by teams. Here's everyone's job, and how the designer works with them.

About 20 minutes7 lessons · 7 check questions
Big idea

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.

Lesson 1

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.

Lesson 2

The developer's team

RoleResponsibilitiesHow the designer works with them
Game designerBrainstorms concepts, creates and playtests prototypes, writes and updates design docs, communicates the vision, creates levels, advocates for the playerCombining 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.
ProducerProject 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.
ProgrammersTechnical specs, prototypes, tools, engines, data, networking, documentation, fixing bugs with QALearn 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 artistsCharacters, worlds, interfaces, animations, cut scenes; specialized roles like modeling, rigging, texturingIf 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 engineersTest plan, execution, recording and prioritizing issues, retestingHelp 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 mediaWriters, sound designers, musicians, motion capture, dialogue coaches, usually contractorsDefine what you need before they start (they bill by the hour). Avoid game jargon. Involving a sound designer early can transform the experience.
Level designersImplement and invent levels in the level editor; test with the designerA great entry path (American McGee at id). Don't micromanage; foster their creativity and they'll find combinations you never imagined.
Lesson 3

The publisher's team

ProducerAlso a project leader, but spends more time marshalling marketing and keeping executives behind the concept; approves milestones so payments flow. One step removed, so often more objective. "No one gets into the game industry because they want to make bad games."
Marketing teamSells to buyers; strongest link to what buyers want; influences target hardware. Bring them in early, tap their data creatively, and they become a powerful ally.
ExecutivesRun the company. Designers tend to resent their involvement. Instead, find out what they worked on before, and if they're "ruining" the game, remember it's partly your job to communicate the vision; they may not have read your doc or played your build. Hold an open brainstorm and invite them.
QADecides whether to accept the build as a deliverable, which can trigger payment.
Usability specialistsHeuristic interface evaluation, user scenarios, recruiting subjects, sessions, data, recommendations. Focused on interface and controls rather than core gameplay. Bring them in early, not at the end.
User research and metricsTrack engagement after launch. Zynga has real-time monitors of daily and monthly active users and feature use. Essential once games become services.
Exercises 12.1 – 12.3
Recruit a Team: decide which roles you can't fill for your prototyped game and go find them. Marketing: design an online ad with a tag line and three or four feature call-outs; focus-group it with your playtesters. Usability Experience: contact a usability lab and watch or participate in a session.
Lesson 4

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.

Lesson 5

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.

Lesson 6

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.

Lesson 7

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.

Key concepts in this section · tap for the full card
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Check yourself

In the typical publisher/developer relationship…

Why: Even in-house teams at publishers like EA act as small companies with their own P&L.

Why is combining the designer and producer roles a problem?

Why: A natural conflict of interest. EA Canada adds a development director to take on the producer's duties.

You need a quick database change. Fullerton says…

Why: Partner with whoever leads the programming team; it's their job to communicate your ideas to the rest.

Artists only loosely followed your interface wireframes. Her advice?

Why: Compromise with a skilled artistic eye can improve the design, but players won't care about beauty if they can't find the feature.

Usability testing differs from playtesting because it focuses on…

Why: Usability specialists do heuristic evaluations and task-success studies. Bring them in early, not at the end.

Which practice fosters a sense of authorship across the team?

Why: Shutting people out fosters cliquishness and loses good ideas. Everyone should be able to say "I worked on that."

What is Scrum?

Why: Short iteration and review force strong communication, which suits hard design problems.
Jane McGonigal · Reality is Broken · "What Exactly Is a Game?" pp. 20–34 · due Wed 9/16

Playing a game is the voluntary attempt to overcome unnecessary obstacles

About 10 minutes4 lessons · 6 check questions
Big idea

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.

Lesson 1

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.

Lesson 2

The four defining traits

GoalThe specific outcome players work to achieve. Focuses attention and provides a sense of purpose.
RulesLimit how players can reach the goal. By removing the obvious ways, they push players into uncharted possibility spaces, unleashing creativity and strategic thinking.
Feedback systemTells players how close they are: points, levels, a score, a progress bar, or just "the game is over when…" Real-time feedback promises the goal is achievable and motivates continued play.
Voluntary participationEveryone knowingly and willingly accepts the goal, rules, and feedback. Knowingness creates common ground; the freedom to leave makes stressful, challenging work feel safe and pleasurable.

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?

Lesson 3

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

High-stakes workFast, action-oriented, with spectacular failure. Gran Turismo, Left 4 Dead.
BusyworkPredictable and monotonous, but contenting when chosen. Bejeweled, FarmVille.
Mental workBrain Age's 30-second math, or 10,000-year Age of Empires campaigns.
Physical workWii Boxing, Dance Dance Revolution. Endorphins.
Discovery workInvestigating unfamiliar spaces and characters. BioShock, The World Ends with You.
TeamworkA unique role in a bigger effort. 25-player WoW raids, Castle Crashers.
Creative workMeaningful decisions and pride in what you made. The Sims, SingStar, Madden franchises.

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."

Lesson 4

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.

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Check yourself

McGonigal's four defining traits of a game?

Why: Everything else (story, scoring, achievements, graphics) reinforces those four.

Bernard Suits's definition of playing a game?

Why: Golf is his quintessential example: you could just drop the ball in the hole.

Why is Tetris so compelling even though you can't win?

Why: It's an "infinite game" in Carse's terms: played to keep playing. Competition and winning aren't defining traits.

What does Portal show about modern games?

Why: The four traits remain; they just play out in a different order.

"The opposite of play isn't work. It's ______." (Sutton-Smith)

Why: Gameplay is the emotional reverse of depression: optimism about your abilities plus invigorating activity.

Experience sampling research finds that "relaxing fun" like TV…

Why: Hard fun (eustress) leaves us measurably better. Games rank among the highest activities for interest and positive mood.
Practice

Flashcards

Tap a card to flip it. Filter by chapter. Shuffle before a class.
Reference

Glossary of concepts

Every key term, grouped by type. Tap a term for the full card: definition, why it matters, examples, and what not to confuse it with.
Formal elements
Dramatic elements
Core ideas
Key concepts
Practice · use this for Critical Play reflections and Exercise 2.9

Game Analyzer

Break any game into its formal and dramatic elements. Your notes save in this browser.
How many? Roles? Which of the 7 interaction patterns?
What are players trying to do? Which type (capture, race, alignment…)?
Starting action, core loop, special actions, resolving action
Object definitions, restrictions, if-then effects
What's useful AND scarce?
Obstacles, opponents, dilemmas?
Physical or conceptual?
How is it decided? Zero-sum or non-zero-sum?
What's hard? Does challenge rise with skill? Where's the free play inside the rules?
What context makes you care? Round or flat characters? Does the story branch or emerge?
Write it as an experience, not a feature