3. Why Theory?
Theory exposes
structures
➡ useful for designing
certain kinds of features
into a game
Theory predicts
consequences
➡ what if we use this Trial and error vs. theory
design? Figure: Wikipedia (CC BY-SA 3.0)
4. Player-centric design
What is this game about?
How do I play?
How do I win?
Why do I want to play?
What things do i need to do?
5. Atoms = What to Design
Game State A snapshot of all things in game
Game Views A player’s view to a game state
Game Objects Tokens, characters, resources, etc.
Game Mechanics Possible player actions
Dynamics How the game reacts to mechanics
Goals What the player try to reach
Theme What the game is about
6. Example: Texas Hold’Em
Game State
Game View
Game Objects
Game Mechanics
Dynamics
Goals
Theme
7. Example: Texas Hold’Em
Game State
Game View
Game Objects
Game Mechanics
Dynamics
Goals
Theme
8. Typical dynamics
Territorial Building
acquisition
Collection
Prediction
Chasing and
Spatial reasoning evading
Survival Trading
Destruction Race
9. Design Task
Main dynamic: Race
Players: 2-4
Deliverable: Board-game, card-game, or tile-
based game prototype
10. Player-Centric Design
What is this game about? THEME?
How do I play? MECHANICS?
How do I win? GOALS?
Why do I want to play?
What things do i need to do?
How do I reach the GOALS; what are the obstacles;
DYNAMICS?
11. Further reading
Brathwaite & Schreiber,
Challenger for Game
Designers. Course Technology,
Chapters 1–2