- Abilities, 65–67
- Abstract pieces, 43
- Accumulative prototypes, 197, 198
- Achievement aspects, 31
- Achievements, 59, 137
- Achievers, 25, 26
- Action aspects, 30
- Action differentiation, 52
- Actions
- design heuristics for, 69, 70
- as job of content designers, 11, 12
- mechanics and, 42–44
- in model description, 5
- in poker example, 4
- Action selection, 119
- Action set size, 48
- Action-social cluster, 32
- Action spaces, 27, 46, 49–51, 72
- Agency, player, 8, 9, 49, 70, 156–158, 170, 172, 181
- Agreeableness, 29, 33
- AI and storytelling, 172
- Alpha build, 205
- Analog prototypes, 199
- Analytic complexity, 134
- Analytics, tuning based on, 110, 111
- Animal population example, 102, 103
- Anticipation, 134
- Art (visual design and production), 12
- Artists, 12
- Aspirational game fantasies, 154
- Asteroids, 57–59, 136
- Autoaim, 58
- Autolook, 58
- Avatar action, 55
- Aven Colony, 173
- Balance, 129, 130
- Bartle model, 25, 26, 40
- Beta build, 206
- Big Five model, 28–30, 33, 38
- Bioshock, 158
- Boehm spiral, 200
- Bottom-up design, 7, 104, 105, 108
- Branch and merge, 166, 181
- Branching choices, 165–168, 181
- Branching factor, 48
- Breather levels, 175
- Broken loops, 88
- Buffs, 67
- Buildup, 159
- Bushy state space, 48
- Busywork, 175
- Caesar, 173
- Caillois taxonomy, 39
- Call of Duty, 136
- Camera, 55
- Candy Crush Saga, 161
- Cart Life, 154
- Chains of interaction, 85
- Challenge escalation, 130, 131
- Challenges, loops and, 136
- Chaos, 102–104, 112
- Chaos theory, 102–104
- Character, control mechanics and, 55
- Character design, 12
- Cheat codes, 179
- Checkers, 64, 65
- Chess, 43, 44, 46–51, 59–61, 64–67, 71, 132–134, 157, 162, 196
- Choice, 69, 158
- Choice points, 156, 165
- Choice structure, 163–174
- Choose Your Own Adventure (CYOA) books, 156–157, 165, 168
- CityVille, 134, 173
- Civilization, 19–26, 51, 65, 67, 82, 83, 135, 154, 155, 162, 173
- Clone game, 208, 209
- Code systems, 82
- Combat design, 11
- Combat system, 106, 107
- Communicating concept, 189, 192, 193
- Company of Heroes, 165
- Compartmentalization, 110, 172
- Complexity, 133, 134
- Compound interest, 91, 92
- Concept stage, 187–193, 210
- Conceptual design, 198
- Conflict phase, 98
- Congruence, 130
- Conscientiousness, 29, 33
- Consequence, 69, 70
- Consistency, 157–159
- Consumables, 68
- Content arcs, 151, 159–163, 172, 173
- Content-complete game, 206
- Content design, 14
- Content designers, 11, 12
- Context, fantasy and, 154
- Continuous reward schedule, 139–141
- Continuous velocity, 57
- Controlling future action space, 50
- Control mechanics, 54–58, 72
- Control of avatar, 55, 56–58
- Conversation state, 167
- Conversion chains, 85, 86
- Conversion loops, 85–90, 112
- Cookie Clicker, 95
- Core loops, 123, 124, 147
- Counter Strike, 177
- Crafting, 81, 173
- Creativity aspects, 31
- Creeps, 105–107
- Cross-disciplinary groups, 13
- Cross-genre games, 36
- Crusader Kings, 159
- Currencies, 67, 107
- Cybernetics, 46, 113
- Dance Dance Revolution, 127
- Defining rules, 195, 196
- Dense state space, 48
- Derived mechanics, 71, 72
- Design document, 204
- Designer’s process, 6–8
- Designer’s role, 6
- Designer theories, 24–27, 34, 37–39
- Design heuristics, 69–71, 73
- Design modification, 200
- Design pillars, 192
- Design process, 2–4
- Design summary, 192
- Development, overview of stages of, 187, 188, 210
- Development of systems, 111
- Diablo, 59, 67, 79–82, 85, 120, 121–123, 141, 142, 143, 144
- Digital prototypes, 199
- Direct progression mechanics, 59
- Discipline interactions, 12, 13
- Divergent feedback loops, 93
- Documenting design, 204
- Dominant strategies, 135, 136
- Dominoes, 157
- Donkey Kong Jr., 57
- Downtime, 174, 175
- Dragon Age: Origins, 126
- Dragon’s Lair, 157
- Dungeons & Dragons, 66
- Dwarf Fortress, 101, 102
- Dynamic ecosystem simulation, 104
- Dynamics, 73
- Dynamic tuning/difficulty adjustment, 89, 90, 95
- Dys4ia, 157
- Early access, 188
- Early game, 162, 174
- Economies, as feedback systems, 103, 104
- Economy, 80, 81, 85, 86
- Economy design, 11
- Elevator pitch, 192
- Elo ranking, 130
- Emergent behavior, 100–102, 112
- Empirical models, 28–34
- Enjoyment
- analyzing, 21–23
- of different game types, 20
- different reasons for, 20, 21
- further reading on, 38
- learning and, 131, 149
- as motivation for playing, 20
- relative nature of, 21
- taxonomy for, 23, 24
- Environmental narrative, 155
- Episodes, 160–162, 181
- EVE Online, 102
- Exchange rates, calculating, 86, 87
- Excluded actions, 51
- Exercises
- on elements, 16, 17
- on experience, 39, 40
- on gameplay, 149, 150
- on macrostructure, 182, 183
- on mechanics, 75–77
- on prototyping, 212
- on systems, 113–115
- Experience points (XP), 59, 137, 143, 144
- Experimental game, 209
- Explicit narrative, 155
- Exploration, 175
- Explorers, 25, 26
- Exposition, 155
- Extraversion, 29, 33
- Extrinsic motivation, 127, 128, 137–145, 148
- Façade, 172
- Factorio, 124, 125, 173
- False choices, 166, 167
- Fantasy, 153–155, 181
- Fantasy elements, analyzing enjoyment and, 23
- FarmVille, 93, 196
- Feedback
- definition of, 91
- negative, 93–95, 99, 100, 112
- positive, 91–93, 95–98, 112
- Feedback, flow state and, 129
- Feedback loops, 85, 91–100, 112
- Festivals, 210
- Fiction, 153–159, 180, 181, 189
- First-person shooter mechanics, 54
- First playable, 201, 205
- Fixed interval reward schedule, 139–141
- Fixed ratio reward schedule, 139–141
- Flappy Bird, 136
- Flavor choices, 166, 167
- Flow, theory of, 26, 27, 128–130, 147
- Formal tools, 14, 15
- Forward acceleration, 57
- Forza Motorsport, 65, 177
- Four Factors model, 39
- Fully observable game state, 47
- Game, definition of, xix–xx
- Game artifact, role of, 6
- Game designer, term, 11
- Game evolution, 134
- Game feel mechanics, 58
- Game fiction, 153–159, 180, 181, 189
- Game genre
- action, 20, 55, 56, 101, 111, 123, 133, 136, 161, 165, 174, 190
- adventure, 133, 156, 157, 161, 164
- arcade, 51, 55, 73, 136, 173, 199
- board game, 42, 48, 53, 61, 75, 100, 136, 199
- card game, 43, 48, 53, 61, 65, 75, 100, 135, 158, 176, 179, 199
- CCG (collectible card game), 43, 53, 135, 176, 177, 199
- combat games, 47, 54–56
- driving, 65, 123, 136
- esports, 132–134, 157, 179
- fighting, 42, 51, 52, 55, 56, 195–199
- FPS (first-person shooter), 36, 54, 57, 58, 68, 136, 161, 174, 177
- gambling, 4, 61, 135, 139, 140, 143, 148
- hidden object, 133
- horror, 47
- IF (interactive fiction), 168
- management, 65, 133, 157, 173, 186, 190, 191, 195–197
- MMO (massively multiplayer online game), 102–104, 134, 195–197
- MUD (multi-user dungeon), 25, 26
- multiplayer, 25–28, 97, 100–102, 117, 127, 130, 133, 134, 160, 163, 173, 177–179, 190
- open-world, 36, 153, 157, 169–172, 181
- puzzle, 47, 133, 164, 165, 169
- racing, 20, 54, 68, 94, 100, 127, 132, 177
- RPG (role-playing game), 36, 43, 59, 64–66, 68, 78, 85, 95, 99, 126, 151–153, 157, 158, 161, 169–171, 176, 190, 197
- RTS (real-time strategy game), 36, 54, 64, 65, 93, 98, 133, 162, 163
- sandbox, 36, 156, 157, 174
- simulation, 101, 157, 173, 174, 206
- single-player, 36, 93–95, 99, 163
- sports, 61, 132, 133, 162, 179, 195
- strategy game, 20–22, 26, 27, 36, 47, 68, 83, 93, 132–136, 157, 165, 173–176, 206
- tower defense, 105, 108, 143
- tycoon, 36, 157
- war game, 35, 36, 43, 52–54, 61, 64–68, 75, 97, 133, 134, 154, 157, 162, 174, 195–199
- Game modding, 176, 179–181
- Game pitch, 192, 193
- Gameplay
- analyzing enjoyment and, 23
- concept stage and, 189
- definition of, 5, 13, 117
- as dynamic activity, 117
- example of, 4
- exercises on, 149, 150
- further reading on, 148, 149
- in model description, 5
- structuring, 151
- summary of, 146, 147
- Gameplay loop design heuristics, 145, 146
- Gameplay loops, 117–126, 145–148
- Game rules, 11
- Game state, 4, 46, 47, 72, 167
- Gamification, 60, 144, 145
- Genre-bending games, 36, 209
- Genre games, 209
- Genres, 36, 40, 64, 65
- Go, 43, 48, 59, 153, 157
- Goals, flow state and, 129
- God of War, 165
- Gold master, 206
- Gone Home, 169
- Grand Theft Auto, 155, 161
- Grinding, 89, 90, 127
- Gwent, 199
- Halo, 158, 161
- Hearthstone, 71, 134, 176, 199
- Hidden information, 134
- Hidden state, 47
- Hubs-and-spokes pattern, 168, 181
- Ico, 196
- Illusory actions, 51, 52
- Immersion aspects, 31
- Immersion-creativity cluster, 32
- Implementation
- of design, 199
- intention versus, 8
- Indirect progression mechanics, 59, 60
- Individual prototypes, 197
- In-game prototypes, 146
- Input mapping, 56, 57
- Integration of systems, 111
- Interaction, model of, 5, 6
- Interlocking systems, 81–83
- Internal state, 46, 91
- Intrinsic motivation, 127–136, 148
- Intuition pump, 28, 34
- Inventory, 80, 81, 85
- Isolation, 84
- Items, 67, 68
- Iterative process, 198–201, 204–205
- Jak and Daxter, 168
- Jak II, 169
- Journey, 55
- Language metaphor, 44
- Late game, 162, 163, 174
- Layering, 83, 84, 123–125, 147
- Leaderboards, 59, 137, 180
- Learning
- challenge escalation and, 130, 131
- fun of, 26, 27
- to overcome uncertainty, 131–135
- Learning cliff, 130
- Left4Dead, 174
- Level curves, 143, 144
- Level design, 12
- Levels, 59, 137
- Linear narrative, 164, 165
- Long-term arcs, 173, 174
- Long-term challenge, 119, 136
- Loop frequencies, 120, 121
- Loops, 85–95, 112, 119–126, 131, 145, 146
- broken, 88
- challenges and, 136
- conversion, 85–90, 112
- core loops, 123, 124, 147
- divergent feedback, 93
- feedback, 85, 91–100, 112
- frequencies of, 120, 121
- gameplay, 117–126, 145–148
- mechanic chains and, 85–90, 112
- micro, 123, 124, 136
- playtesting, 146
- profitable, 88–90
- unprofitable, 88–90
- Loot boxes, 143
- Loss conditions, 107
- Lotka-Volterra model, 103
- Ludonarrative dissonance, 158
- Machines, games as, 2, 3, 13
- Macrostructure
- content arcs and, 159–163
- example of, 151–153
- exercises on, 182, 183
- further reading on, 181, 182
- game fiction, 153–159
- metagame and, 176–180
- narrative patterns, 163–174
- pacing, 174, 175
- summary of, 180, 181
- Magic the Gathering, 43, 53, 69, 134, 135, 176, 195
- Maintenance stage, 187, 188
- Management games, 65
- Manual tuning, 109, 110
- Mario Kart, 67
- Market, understanding, 188–192
- Market comparison, 192
- Mastery-achievement cluster, 32
- Mastery aspects, 30
- Mastery metagame, 176, 177, 181
- Maximalism, 66
- MDA model, 6, 15, 16
- Meaning, fantasy and, 154
- Mechanic chains and loops, 85–90, 112
- Mechanics
- as building blocks, 41–46
- composition of, 42–44
- control, 55, 72
- definition of, 5, 13
- derived, 71
- design of, 68–72
- exercises on, 75–77
- explicit, 51–53
- families of, 53–68
- further reading on, 73–75
- game feel, 58
- implicit, 51–53
- as job of systems designers, 11
- Monopoly example for, 46
- primary, 71
- progression, 54, 58–60, 72
- resource management, 54, 63–68, 72
- role of, 13, 14
- second-order, 71
- shared, 81–83
- summary of, 72, 73
- uncertainty, 54, 60–63, 72
- Medium-term challenges, 119, 136
- Metagame, 44, 151, 176–181
- Micro loop, 123, 124, 136
- Microsoft Flight Simulator, 127
- Mid game, 162, 174
- Minecraft, 154, 162, 192, 194
- Minimalism, 66
- Missions, 169
- Modding, 176, 179–181
- Models, for tuning, 110
- Modifiers, 67
- Monopoly, 41, 42, 45–47, 51, 61, 64, 92, 93, 98, 121–123, 132, 160, 163
- Moral panic, 139
- Motivation
- extrinsic, 127, 128, 137–145, 148
- further reading on, 148
- intrinsic, 127–136, 148
- player, 126–128
- theories of, 23–34
- Mouselook, 57, 58
- Multiplayer mechanics, 55
- Music, 10
- Myst, 157, 164
- Naive taxonomy, 23, 24
- Narrative, 153–155, 164, 165
- Narrative anticipation, 134
- Narrative composition, 168, 169
- Narrative patterns, 163–174
- branch and merge, 166
- branching, 165–168
- hubs-and-spokes, 168
- linear, 164
- Negative feedback, 93–95, 99, 100, 112
- Nerfing, 67
- Neuroticism, 29, 33
- Nonstationary processes, 63
- Non-story games, 162, 163
- NPC interactions, 155
- Objects
- in model description, 5
- in poker example, 3, 4
- One-shot impulse, 57
- Onion diagrams, 121–123, 147
- Open beta, 188
- Openness, 29, 33
- Open world adventures, 153
- Open worlds, 169–172
- Operant conditioning, 138
- Outcomes, design heuristics for, 69–71
- Overwatch, 157, 177
- Pacing, 174, 175, 181
- Pac-Man, 55, 208, 209
- Paper prototypes, 53, 199
- Partially observable game state, 47
- Pathfinding system, 107
- Perceived action spaces, 50, 51
- Perception uncertainty, 133
- Performance uncertainty, 133
- Pieces, mechanics and, 42–44
- Pitch document, 192, 193
- Playable demos, 198
- Player experience
- definition of, 5, 13
- description of, 8, 9
- exercises on, 39, 40
- further reading on, 38, 39
- genres and, 36, 40
- in model description, 5
- in poker example, 4
- questions to guide design of, 34, 35, 40
- relative nature of, 19–21, 37
- summary of, 37
- taxonomy for, 39
- theories of, 24–34, 37
- Player motivation, 126–128
- Player psychology, 38
- Player’s inputs, 194, 195
- Player’s job, 194
- Player unpredictability, 133
- Playtesting, 199–203, 211
- Playtesting loops, 146
- Poker, 3–5, 43, 46, 51, 61
- Polish phase, 111
- Portfolio development, 209–210
- Positive feedback, 91–93, 95–98, 112
- Postrelease, 187, 188
- Power-ups, 67
- Practice of game design, 10–13, 16
- Predator and prey models, 103
- Predictability, 70, 130, 131, 135, 173
- Preproduction stage, 187, 196, 210, 211
- Presentation elements, analyzing enjoyment and, 23, 24
- Primary mechanics, 71
- Prince of Persia, 55
- Production, 187, 205–207, 211
- Production process, role of tuning in, 111
- Production stages, 188
- Profitable loops, 88–90
- Programming, 12
- Progression mechanics, 54, 58–60, 72, 137, 138, 145–147
- Project Highrise, 186–192, 197, 204, 207
- Prototypes
- accumulative, 197, 198
- analog, 199
- digital, 199
- individual, 197
- in-game, 146
- necessity of, 7
- paper, 53, 199
- playable, 197, 198
- stand-alone, 146
- system, 84
- Prototyping
- description of, 185
- example of, 186, 187
- exercises on, 212
- further reading on, 211
- iterative process for, 198–201, 204–205
- Kelly guidelines and, 196, 210
- place of in production stages, 196, 197
- scaling scope of, 208, 209
- stage for, 187
- student, 207–210
- summary of, 210, 211
- Racing mechanics, 54
- Randomness, 61–63, 100, 132, 133
- Raw resources, 68
- Real life uncertainty, 134
- Real-time strategy mechanics, 54, 64
- Reinforcement, 139
- Release, 187, 188
- Release candidate builds, 206
- Release to manufacturing build, 206
- Resistance to extinction, 139
- Reskin, 208, 209
- Resolution phase, 98, 160–162
- Resource conversion, 86, 87
- Resource diagrams, 85, 86
- Resource management mechanics, 54, 63–68, 72
- Resource types, 195
- Response rate, 139
- Reuse, 84
- Rewards, 137–142
- Reward schedules, 138–142, 147, 148
- Risk, 68
- Risk reduction, 207
- Roblox, 178
- Role-playing games, 65
- Rollercoaster Tycoon, 157
- Rome: Total War, 153, 194
- Rotational position, 58
- Rotational velocity, 57, 58
- Roulette, 61, 135
- Rubber-banding, 94, 100
- Rules, 4, 42–44
- Sandbox games, 156
- Satisfaction, 70, 71
- Scaling, 84
- Score points, 59, 137
- Scriptwriting elements, 10
- Second-order mechanics, 71
- Self-determination theory, 38
- Set point, 91
- Setting, 10, 82
- Settlers of Catan, 43
- Setup, 159–161
- Short-term challenges, 119
- Shuffling, 61–63
- SimCity series, 19, 20, 65, 154, 196
- Sims, The, 27, 59, 118, 119, 121–125, 153, 157, 177, 178, 194
- Simulated worlds, 173–174
- Simulations, for tuning, 110
- Skill uncertainty, 133
- Snakes and Ladders, 69, 158
- Social aspects, 30
- Socializers, 25, 26
- Social metagame, 176–181
- Solver’s uncertainty, 133
- Soul Calibur, 55
- Sound design/designers, 10, 13
- Space, as resource, 68
- Space Invaders, 64, 67, 136
- Spaces
- action, 27, 46, 49–51, 72
- bushy state, 48
- controlling future action, 50
- dense state, 48
- perceived action, 50, 51
- size of state, 48
- sparse state, 48
- state, 27, 46–53, 72
- Sparse state space, 48
- Spawner, 106
- Stand-alone prototypes, 146
- Standard tactics, 71
- StarCraft, 51, 64, 93, 95–97, 98, 157, 165, 173
- Stardew Valley, 93
- State
- branching and, 167, 168
- open worlds and, 171
- State space, 27, 46–53, 72
- State space size, 48
- Stationary random processes, 61–63
- Stats, 66, 67
- Story, 153, 155–157
- Story arc, 160–162, 181
- Story development, 10
- Story elements, analyzing enjoyment and, 23, 24
- Storytelling AI, 172
- Structuring gameplay, 151
- Student prototyping, 207–210
- Sudoku, 157
- Super Mario 64, 168
- Super Mario Bros., 55–57
- Super Monkey Ball, 94
- Supply chains, 103, 104
- System prototypes, 84
- Systems
- code, 82
- definition of, 81
- design of, 104–108
- development of individual, 111
- Diablo example and, 79–81
- exercises on, 113–115
- feedback, 91–100
- further reading on, 113
- integration of, 111
- interlocking, 81–83
- loops and, 125, 126
- mechanic chains and loops and, 85–90, 112
- setting and, 82
- summary of, 111–113
- thinking in, 84
- tuning of, 108–111
- Systems-complete demo, 205
- Systems design/designers, 11, 14
- Taxonomies, 23, 24, 39, 74
- Technical design, 10
- Tech trees, 173
- Tekken, 51, 52, 55, 196
- Terraria, 162
- Tetris, 153, 194–196
- Thermostat example, 93
- Three-act model, 159, 160, 162, 163, 181
- Throwaways, 197
- Tic-tac-toe, 48–50, 135
- Tomb Raider, 157, 161, 194
- Top-down design, 7, 105–108
- Trainers, 179
- Transitions, 47, 48
- Triaging notes from playtest, 203
- Tropico, 173
- Tuning the game, 108–113
- Tuning values, 86–88
- Ultima Online, 104
- Uncertainty
- of actions, 70
- learning to overcome, 131–135
- types of, 132–135
- Uncertainty mechanics, 54, 60–63, 72
- Uncharted, 55
- Understanding concept, 188–190
- Uniform distribution, 61
- Units, 64–67
- Unprofitable loops, 88–90
- Unrecognized action, 51
- Upton heuristics, 69–73
- Urgency, 194
- User-centered game design, 3
- User interface, 10, 12
- User personas, 27, 28, 34, 37, 40
- User stories, 105–108, 112, 145
- Validating concept, 188–192
- Variable interval reward schedule, 139–141
- Variable ratio reward schedule, 139–142
- Variant games, 209
- Variety, 69
- Vertical slice, 206
- Victory conditions, 107
- Virtual pieces, 43
- Visual design, 9, 10, 12, 16
- War (card game), 158
- War game combat mechanics, 54, 64
- War of attrition, 98
- Whiteboxing, 198
- Witcher, The, 151–161, 169–172
- Workload, changing, 142–144
- World design, 12
- Writers, 12, 13