Game design is simple

raphkoster.com

546 points by vrnvu 4 days ago


dejobaan - 4 days ago

Raph is, at once, incredibly accomplished, thoughtful about design, and humble about it. I once caught him coming off an international flight, and he was excitedly showing off a game he'd coded on the plane. He genuinely loves working on the stuff and thinking about it.

His writing is often SO full of ideas that I can't absorb an entire piece in one sitting. It's like a 12 course tasting menu. The neat thing with his writing is that, despite what he says here about all 12 pieces being important together, you can often just pick an isolated bit and chew on it for a while, and still learn something.

(Presumably return to the other 11 courses later; they'll still be fresh.)

PostOnce - 4 days ago

For reference Raph Koster wrote "the book" on game design, and was the lead designer for Ultima Online (among other things) https://en.wikipedia.org/wiki/Raph_Koster

zwaps - 4 days ago

This reads like the handbook for people making grind-based games. Sure enough, the author exclusively works in the mmorpg space.

If you are a game designer, please take this with a grain of salt.

Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

CompoundEyes - 4 days ago

> crazy juicy, so that players are captivated by spectacle, well beyond the needs of feedback from a UX perspective

What a great phrase to describe an aspect of game design to strive for.

https://www.raphkoster.com/2015/06/29/game-design-ux-design/

opyate - 12 hours ago

Raph replied to another video on fun (which also critiques his book) in the Youtube comments, referring to said blog post:

https://youtu.be/56ENqlUST9U "What is fun? Let's overthink it!" by Indie Game Clinic

jessetemp - 4 days ago

I hadn't heard of the author before this. I'll definitely read more of their stuff, but I thought the bottom line for part three was a little incomplete.

> Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have.

Sure, starting from 0%, adding uncertainty adds depth. But the player needs to maintain some influence over that uncertainty. If you crank the uncertainty up too 100% then its pure random which isn't deep or fun.

I've noticed a similar more-is-better trend in a few sequels I've played, where the first game had say 5 mechanics which were fun. Then the sequel has 10 mechanics, and because 10 is more than 5 it therefore must be more fun. But it ends up being too much shit to juggle and less fun as a result.

More isn't always better

- 15 hours ago
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runevault - 4 days ago

I need to sit down and give this a proper read, but anyone who wants more of Raph giving insights into game design should check out this old GDC talk he did about Practical Creativity: https://www.youtube.com/watch?v=zyVTxGpEO30

ninkendo - 4 days ago

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid?

There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene, but with extra steps: cyberpunk 2077 had this part where you press a button repeatedly to make your character crawl along the floor and the take their pills. It’s just a cutscene, but where you essentially advance frames by pressing the X button.

Then there’s quick time events, which are essentially “we have a cutscene we want you to watch, but you can die if you don’t press a random button at a random time”, and they call it a game.

If it’s not that, it’s breaks in play where they take control away from you to show you some cool thing, utterly taking you out of the experience for something that is purely visual. I usually shout “can I play now? Is it my turn?” at the screen when this happens.

But I digress… I essentially hate games nowadays because this or similar experience seems to dominate the very definition of AAA games at this point. None of them respect your time, and they seem to think “this is just like a movie” is a form of praise, when it’s exactly the opposite of why I play games.

wartywhoa23 - 4 days ago

> Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have.

Well, welcome to planet Earth then, the ultimate game environment.

MattRix - 4 days ago

For the people taking the title literally without apparently reading the article:

> Put another way — every single paragraph in this essay could be a book.

alstonite - 4 days ago

This feels like a classic example of the concept that simple ≠ easy

blablablerg - 4 days ago

It is an interesting article but I find the slides inserted without much context to be confusing.. or is that part of the game?

threetwoonezero - 4 days ago

I’m not experienced game designer, but I definitely view games a bit differently from the author. I don’t like complexity much tbh, and I’m sure there are people like me who enjoy some clicker like experience without game forcing me to solve problems

ostwilkens - 4 days ago

> Bottom line: fun is basically about making progress on prediction.

I'm having some trouble parsing this sentence. Does he mean that "player has fun if their predictions lead to progress"?

random9749832 - 4 days ago

I watched a lot of Sakurai's (Smash Bro's director and creator of Kirby) videos on game design and development and not once did he bring up "dopamine" or any other neurochemical. I think once you start thinking about game design from this perspective you are essentially looking for ways to exploit human psychology which explains how a lot of games have now turned into casinos. Some of the best games out there defy a lot of prior design knowledge or things most people don't like but still have a cult following (look at Death Stranding) (Dark Souls made difficulty cool again when everyone else was trying to be "accessible"). The best games are also probably by people who were just passionate about bringing a certain idea into life because they themselves want that thing (Pokemon got a lot of its inspiration from the creators childhood exploring outside) not because people will get addicted to it. I understand treating game design as a science to some degree but it rubs me the wrong way.

random9749832 - 4 days ago

I can program and play chess to a proficient level but I also know I can't design a good game whatsoever because the mindset required to design a truly good game seems to me to be something beyond logic and reasoning. Same thing with any other art. I don't think any framework could ever truly explain it.

Razengan - 4 days ago

One thing that gets me is how there hasn't really been a language made solely for gameplay logic..

Almost every other domain has its specialized language: SQL, Julia, even HTML/CSS/JS.. but game developers still have to trundle on with general purpose languages invented 500 years ago by people who had nothing to do with games.

henning - 4 days ago

Nothing asserted here is simple. And after reading all that it's still hard to design and build a game that will cut through the noise of all the other games coming out on Steam.

It's not a matter of "simple vs. easy". If you have to write many words to list your ideas and you state each idea is deep and connected to all the other ideas, the thing you are talking about is not simple.

cloud_watching - 4 days ago

The title is ironic. Game design is very simple indeed.

This is an amazing article. I work on game design and I think this could work as a map of the terrain.

b00ty4breakfast - 4 days ago

the complexity of a given domain is not necessarily an indication of it's difficulty. I suspect that a guy of Koster's experience and reputation knows that and is making a spicy title for the clicks.

zoeysmithe - 4 days ago

When I started writing fiction I found myself naturally gravitating towards inserting puzzles and mysteries and twists and unknowns. I think some people just love that. There's this dopamine aspect of solving the problem or knowing the unknown and the anticipation towards it can be very intriguing! Games do this in a more obvious way, but the 'rule of fun' is everywhere.

Look how exciting mystery is and how boring well known things are, but ironically there's a lot more to, say, the theory of gravity that if contextualized differently would be exciting and deeply interesting that 'unknowns' like the mystery of some cult or whatever can't even come close to, but in the end, there's something inside of us that wants to read about that cult. I make sure to self-aware of this and do deep dives into the boring 'known' world and push back on the sensationalism and such I'm so drawn to.

foota - 4 days ago

Jokingly, something about the idea of taking NP problems and making them into games seems cruel to the optimizer in me.

class4behavior - 4 days ago

Tell me why all MMOs are crap or just fail and as a result turned into a gambling institution.

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