Overview
Game design is the discipline of creating the rules, systems, and structures that make games work. It’s distinct from programming (implementation), art (visuals), and production (management). A game designer asks: What does the player do? Why is it engaging? How do systems interact? The field evolved from intuitive craft to academic discipline, developing vocabulary and principles that apply across all interactive entertainment.
Fast Facts
| Aspect | Detail |
|---|
| Core question | What makes this fun? |
| Key figures | Miyamoto, Wright, Crawford, Meier |
| Academic study | From 1990s onwards |
| Design documents | Communication tool |
Foundational Concepts
The MDA Framework
Mechanics, Dynamics, Aesthetics:
| Layer | Definition |
|---|
| Mechanics | Rules and systems |
| Dynamics | Emergent behaviour from mechanics |
| Aesthetics | Emotional response in player |
Designers create mechanics. Players experience aesthetics. Dynamics connect them.
Core Loop
The fundamental repeated action:
| Example | Loop |
|---|
| Platformer | Run, jump, land, repeat |
| RPG | Explore, fight, level up, repeat |
| Puzzle | Observe, deduce, execute, repeat |
Everything else supports the core loop.
Feedback Loops
| Type | Effect |
|---|
| Positive | Success breeds success (getting ahead) |
| Negative | Systems that help losing players |
| Balance | Combining both for desired experience |
Design Pillars
| Principle | Application |
|---|
| Player agency | Meaningful choices |
| Clear goals | Know what to do |
| Appropriate challenge | Not too easy, not too hard |
| Feedback | Know if you’re succeeding |
| Progression | Sense of advancement |
Player Psychology
Understanding what drives engagement:
| Drive | Design Response |
|---|
| Mastery | Skill-based challenges |
| Autonomy | Player choice matters |
| Relatedness | Social features, characters |
| Discovery | Hidden content, exploration |
| Completion | Collections, achievements |
Flow State
Csikszentmihalyi’s concept applied to games:
| Condition | Implementation |
|---|
| Clear goals | Know the objective |
| Immediate feedback | Know how you’re doing |
| Challenge matches skill | Dynamic difficulty |
| Focused concentration | Remove distractions |
The “flow channel” between boredom and frustration.
Level Design
Spatial game design:
| Principle | Purpose |
|---|
| Pacing | Intensity variation |
| Teaching | Safe introduction of concepts |
| Landmarks | Navigation and memory |
| Gating | Controlled progression |
Balancing
Making systems fair and engaging:
| Approach | Method |
|---|
| Numerical | Stats, damage, costs |
| Situational | Rock-paper-scissors dynamics |
| Economic | Resource flow |
| Time | Cooldowns, delays |
Player Types
| Type | Motivation |
|---|
| Achievers | Goals, completion |
| Explorers | Discovery, understanding |
| Socialisers | Interaction, community |
| Killers | Competition, dominance |
Games serve different players differently.
Documentation
| Document | Purpose |
|---|
| High concept | One-page vision |
| Game design document | Detailed specification |
| Technical design | Implementation details |
| Content design | Specific levels, quests |
Historical Evolution
| Era | Approach |
|---|
| 1970s-80s | Intuitive, programmer-designers |
| 1990s | Specialisation, design roles |
| 2000s | Academic study, GDC growth |
| 2010s | Data-driven, analytics |
| 2020s | AI tools, procedural generation |
Influential Designers’ Philosophies
| Designer | Approach |
|---|
| Miyamoto | Prototype first, toy-like feel |
| Wright | Systems, emergence |
| Crawford | Interaction as art |
| Meier | ”Interesting decisions” |
| Blow | Mechanics as metaphor |
Common Pitfalls
| Mistake | Problem |
|---|
| Feature creep | Too many systems |
| Unclear goals | Player doesn’t know what to do |
| Unfair difficulty | Frustration without learning |
| Lack of feedback | Can’t tell what’s happening |
Legacy
Game design evolved from “what can we make the computer do?” to “what experience do we want to create?” The discipline’s vocabulary—core loops, feedback systems, player agency—spread beyond games into app design, gamification, and education. Understanding why games engage helps create better interactive experiences of all kinds.
See Also