A book by Reactorcore · free to read online

Game Design Technology

The Holy Grail of Fun

Where fun really comes from, and how to design for it on purpose. A method for game design built on the human needs every game either meets or violates, carried from the first idea through to the finished, shared and supported game.

34 chapters in 5 partsAbout 91,000 wordsAbout 7 hours of reading

Start reading Offline edition: on itch.io ↗

Contents

Before you start

  1. Foreword4 min

    Foreword · About this edition

  2. How to Read This Book3 min

    How the book is organized · Game design is full of abstract concepts · Multiple words for a single thing · Do not underestimate the simplicity of what I say · Controversial material ahead, keep an open mind · Unknown word? Use a dictionary

  3. My Definitions6 min

    The basics · Technical terms · Games and real life

Part IThe Common Mistake

There is one mistake that practically every game designer and developer makes, the big and famous ones included. I made it for years. It's so common that…

  1. 1Final Result vs Root Cause7 min

    What the common mistake is · A game example · An interactive tool example · In short

  2. 2Three Projects, Two Designers29 min

    My project: creating something completely new · My project: an improved version of something old · Someone else's project: making an existing project better

  3. 3How I Learned This the Hard Way6 min

    A warning about the labels · How I came about this information · Why the mistake is so common

  4. 4Question Everything6 min

    The act of not asking "why" · The traps · Cognitive biases · The cost of not verifying · The important question is "Why?"

  5. 5Popularity Is a Side Effect3 min

    The result, not the path · "Be original" · "It will automatically make it better"

  6. 6Making Games for the Wrong Reason7 min

    Intrinsic and extrinsic reasons · Why it fails · The six effects of an extrinsic goal · What to do instead

  7. 7The Holy Grail3 min

    The four parts · What a perfect design looks like · The mindset side and the technical side

Part IIThe Mindset

This part is about the mental side of design: how to think, relate and decide while working on a project. On its own, it's the most important part of this…

  1. 8Purpose: Everything Exists for a Reason6 min

    Purpose-based design · Why purpose matters so much · Purpose is the source of motivation · Purpose in a team · Where purpose comes from

  2. 9Understanding Human Beings16 min

    Nonviolent Communication · Fundamental human needs · Feelings point to needs · NVC for game design, in short · Rewards and punishments are two sides of one coin · Power over people and power with people · Self-fullness: your needs are a gift · In short

  3. 10Fun Is the Fulfillment of Needs9 min

    Nobody can define "fun" · Games are need satisfiers · What games can give a person · You are an architect of the future · Strategies are where it goes wrong · Six ways games fail to satisfy needs

  4. 11From Inspiration to Purpose10 min

    Purpose arises from needs · Purpose finds you · Need, inspiration, dream · Translating inspiration into needs: five steps · Choose the right medium · Creativity is remix · Good design takes time

  5. 12Game or Interactive Tool12 min

    One or the other · Game vs interactive tool · The side-effect influence · About gamification · Making learning compelling, honestly · The human need to give

  6. 13Purpose as a Compass12 min

    A compass that always works · The purpose test · Catching bad ideas early · Beware: poor design can violate needs · Why some people aren't interested in your game · Where meaning comes from: handmade and procedural · Keep the original inspiration in the project · Where good games come from · Before moving on

Part IIIIntention Is Not Action

There's one more major mistake designers fall into, and it's a sneaky one: believing that what you intend and what you do are the same thing. Dream vs…

  1. 14Intention and Action Are Two Things7 min

    The mistake · How the scenarios work · Where the mistake comes from · The four stages of learning · Foreseeing consequences before they happen · Before the scenarios

  2. 15When Players Misbehave12 min

    Scenario 1: Toxic player behavior · Why competitive games self-destruct · Scenario 2: Players cheating · Guiding without restricting

  3. 16Good Intentions, Violent Methods10 min

    Scenario 3: Making education fun · Scenario 4: A joke caused a backlash

  4. 17Money14 min

    Scenario 5: A monetization strategy ends in disaster · A note on cosmetic items

  5. 18Afraid the Game Is Too Short26 min

    Scenario 6: Worried about the game's length · Filler content · Artificial difficulty · Arbitrary unlocking and progression systems · Blatant recycling and repetition · Tacked-on features · Time gating · Arbitrary content splitting · Hidden moment-to-moment delays · Rewards for staying · Punishments and threats for leaving · Six more padding methods · Why fear produces all of these · What happened, and why

  6. 19More Ways Good Intentions Fail18 min

    Scenario 7: The trailer vs the game · Scenario 8: The sequel that failed its fans · Scenario 9: User acquisition keeps failing · Scenario 10: Adapting an experience from another medium · Scenario 11: Player retention is always too low · Scenario 12: Customers angry about business decisions · More scenarios to think through

Part IVThe Technical Side: Designing the Game

Now the tools. Part IV is about the game itself: how to take stock of what you're working with, how to build the foundations everything else stands on, how…

  1. 20Taking Inventory7 min

    Understanding the purpose · Understanding the technology and the platform · Understanding the human being · Understanding skills and resources · Respect for the human · With the inventory taken

  2. 21Foundations Before Content7 min

    Everything depends on what's under it · The dependency chain · Foundations first, content last · Buckets or a pipe · A reason to learn about the world

  3. 22Build the Forces, Not the Desert10 min

    The throwaway toy · Framework-driven design · Thinking in wholes · Believable, not realistic · Natural limits, not arbitrary ones · Throwaway is worse business, too

  4. 23Content That Multiplies8 min

    Additive and multiplicative content · Five weeks for five minutes · Levels that multiply: spawn zones · Characters and items that multiply · Structured randomness: the heuristics randomizer · Cheap, mass-producible content · Nothing hard-coded

  5. 24Infinite Metagames14 min

    What an infinite metagame is · Why it matters · Why the usual structures fail · The winning combination: an infinite goal and a finite goal · New Game+ as a bridge · Worked example: making a finished game infinite · It isn't hard, it's organization

  6. 25Pacing, Difficulty and Progression Without the Scam9 min

    Campaigns made of modules · Balance by real-life logic · Abundance from the start · Progression as perfecting your world · First-time, returning and expert players · Tutorials and guidance · Never reward, never punish

  7. 26Worlds That Last11 min

    The regular world and the wilderness · Hardware limits as a law of nature · Mementos and a living history · Time never rewinds · Death and respawn · Start the universe already in motion · A personal note: do good today

Part VThe Technical Side: Building, Sharing and Growing

A design on paper doesn't make anyone's life more wonderful yet. It has to be built, shared and kept alive, and the person who designed it has to keep…

  1. 27What a Game Designer Really Does8 min

    The job · One designer per project · Blueprints with leeway · How it should go · If you're working alone

  2. 28The Design Process11 min

    Scope creep is not the enemy · Scope maximization · Tools of the design phase · Prototypes are proving grounds · The barebones game first · Good design is paranoid design · Everything takes longer than it seems · When is it ready, and when to kill it · You will make mistakes

  3. 29Working with People8 min

    NVC with a team · Message sent = message received? · A common goal, the same vision · Gratitude, not praise · Translating feedback · People don't always know what they want · Deadlines · The influence of others

  4. 30Beyond the Game11 min

    The game starts before the main menu · Marketing · Answering a CEO's questions · Monetization is the designer's job · Pricing and inequality · Forking, not competition

  5. 31Handle With Care10 min

    Violence and video games · Flammable content · Gender equity · Out there be monsters

  6. 32Putting It All Together16 min

    Walkthrough 1: from a small ragdoll game to a universe · Walkthrough 2: a project to spread NVC · Walkthrough 3: the ultimate dream game · The pattern

  7. 33Growing as a Designer12 min

    A big red box · Cortex Command · How to start · What mastery takes · Trends, and the five stages of grief · Learning and teaching game design

  8. 34What a Good Game Is6 min

    A definition · What a good game is not · Why this works · What to expect · Your responsibility as a creator · Make it count

Back matter

  1. Needs at a Glance4 min

    The needs, and what games do to them · How needs work · Feelings to listen for

  2. The Question Kit4 min

    When an idea grabs you · When you're improving an existing game · When you join someone else's project · About any feature, mechanic or decision · When you have to choose between options · At every decision: the purpose test · Before you build it · Before adding any reward or punishment · When money or fame is pulling at you

  3. The Padding Checklist3 min

    The checklist · If you found some

  4. Further Reading3 min

    Needs and communication · Rewards, motivation and competition · Marketing and business · Ideas met along the way · The articles behind the book

  5. Glossary5 min

    A to Z