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Game Design

  • What is a game?

    โ€œGames are a type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to achieve at least one arbitrary, nontrivial goal by acting in accordance with rulesโ€

    Earnest Adams, Fundamentals of Game Design, 3rd ed.1

    • Play is an active form of entertainment rather than passive. Watching TV, YouTube, the theatre, or a concert is passive entertainment, but play involves active participation from you.
    • Games are pretending that the stakes matter, that the game environment is real for a moment.

Goalsโ€‹

Games have a goal. Adams2 separates goalless play from game play. Creative or sandbox games such as Minecraft or Eve Online have the goal of creation.

Goals donโ€™t need to be achievable. You eventually die in Pacman and Space Invaders.

Adams defines three specific terms when talking about goals and end states:

  • The termination condition is when the game ends. For example, when the timer ends.
  • The victory condition is when a set of players has definitively won the game. Having the most points when the timer is up, for example.
  • The loss condition is the equivalent of the victory condition, except for losing the game. Running out of lives, for example.

Rulesโ€‹

Rules define how the game is played, the goal, and what is (or is not) allowed.

When writing rules, itโ€™s important to be as clear as possible. Players need to understand them and there canโ€™t be conflicts between the rules. If two different players interpret the rules differently, then that breaks the game completely.

Playโ€‹

Game play involves a series of challenges for a player to overcome, and a set of actions a player can perform to achieve those challenges. The challenges donโ€™t need to be required to win the game (for example, side quests). As the name implies, challenges should be challenging.

Footnotesโ€‹

  1. p. 2 โ†ฉ

  2. p. 5 โ†ฉ