Contents

Section 1. Introduction

1. Design is Finding Constrained Solutions

2. Building Games is a Business

3. Design For Easier Design

4. Know Your Capabilities

5. Spreading Your Vision

Section 2. What Are Games?

6. Games Provide Meaningful Choices

7. There’s the Game, and there’s the Game

8. Don’t Import Someone Else’s Constraints

9. The Myth of the Movie

10. Video Games Aren’t Art

11. Frontiers of Games

12. The Bits of a Game

Section 3. Game Structure

13. Meta-Games

14. Explicit or Implicit Structures

15. The Structures at Different Scales

16. Linear Structure

17. Tree Structure

18. Open Structure

19. Multi-Linear Structure

20. String of Pearls Structure

21. Hub and Spokes Structure

22. Alleyway / Key and Lock Games

23. Side Quests

24. Foreshadowing

25. Repetition with Modification

Section 4. Game Motivators

26. Motivate The Player

27. Status

28. Discover

29. Collect

30. Honours

31. Belong

32. Compete

33. Layering Motivators

34. Make Motivators Explicit

Section 5. Game Element Styles

35. Puzzles and Skills

36. Knowledge Puzzles

37. Logic Puzzles

38. Combinatorial Puzzles

39. Mazes

40. Effectual Puzzles

41. Economic and Interaction Puzzles

42. Time Constraints on Puzzles

43. Mental Skills

44. Timing Skills

45. Dexterity Skills

46. Hand-Eye Skills

47. Inheriting Abilities

Section 6. Victory Conditions

48. Make Sure There’s a Goal

49. Make the Goal Crystal Clear

50. Make Progress Crystal Clear

51. The Three Act Structure

52. Types of Short-Term Goal

53. Get the Set

54. Running the Race

55. When the Clock Strikes Twelve

56. Get Somewhere

57. Destroy the King

58. Special Features and Completion Bonuses

Section 7. Game Mechanics

59. Mechanics and Their Dynamics

60. Hit Points and Damage

61. Roshambo

62. Equilibrium Mechanics

63. Developing Mechanics

64. Pick Ups

65. Levelling Up

66. Research Trees

67. Slots

68. Become the Enemy

69. The Shop is Open

70. Shopping Means Real Choice

71. Bidding

72. Stories and Dialog Trees

73. Random Acts of Senseless Frustration

Section 8. Strategies

74. There’s More Than One Way

75. Horses for Courses

76. Allow Recovery

77. High Speed Can Be Easy

78. Amass and Advance

79. Resource Management

80. Focus is a Resource

81. Mobility is a Resource

82. Risk is a Resource

83. Knowledge is a Resource

84. Resource Trading

85. Lanchester Resource Trading

Section 9. Game Difficulty and Pacing

86. Hold the Newbie’s Hand

87. Difficulty and Challenge

88. Difficulty Curves

89. Difficulty and Volume

90. Boss Battles

91. Dynamic Difficulty

92. Controllable Difficulty

93. Winning vs. Beating

94. Difficulty Levels and Personalities

95. Beware the Uber-Weapon

96. Don’t Forget To Save

97. Save Points, Checkpoints and Backtracking

Section 10. Control

98. Use a Different Controller

99. Use the Controller Differently

100. Rely on Known Models

101. Avoid Indirect Control

Section 11. Character Design

102. The Stereotype and the Archetype

103. Stereotypes to Avoid

104. Get a Book on National Customs

105. AI is all in the Mind of the Player

Section 12. Level and Setting Design

106. As Simple As Possible, But No Simpler

107. Suspense and Surprise

108. Foreshadow Mercilessly

109. Consistency of Function and Appearance

110. Show, Don’t Tell

111. Change of Pace Points

112. Always Seek Mimesis

Section 13. Genre

113. Setting and Gameplay Genre

114. Genre’s Nemesis: Cliche

115. The Siren of Multi-Genre

Section 14. Design for Business

116. Business is a Design Issue

117. There are Insoluble Problems

118. Demand is Not Evil

119. Who is Your Customer?

120. Don’t Patronise the Player

121. Games for Everyone Else

122. Games for Girls

123. Games for Your Dad

124. Games for Your Mum

125. Games for Your Gran

126. Games for the Dysabled

127. Micro-payment Funding

128. Subscription Funding

129. Advertising Funding

130. Asset-Sale Funding

131. Episodic Funding

132. Gambling-based Funding

Section 15. Design for Construction

133. Technology Constraints

134. Play to Your Strengths

135. Do You Need a Design Document?

136. Prototypes

137. Feature Prototypes

138. Critical-Path Prototypes

139. Tracer-Bullet Prototypes

Section 16. What’s New

140. Episodic Design

141. User-Generated Content

Section 17. Independent Game Design

142. The Independent Developer Game

143. The Student Project Game

144. Building an Amateur Team

Endmatter

Bibliography