Players Making Decisions Game Design Essentials and The Art of Understanding Your Players 1st Edition by Zack Hiwiller ISBN 9780134394640 013439464X
Players Making Decisions Game Design Essentials and The Art of Understanding Your Players 1st Edition by Zack Hiwiller ISBN 9780134394640 013439464X
 Making Games Better The Art and Process of Game Design and
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ZACK HIWILLER
Players
Making
Decisions
Game Design Essentials
and the Art of Understanding Your Players
ZACK HIWILLER
Players Making Decisions:
Game Design Essentials and the Art of Understanding Your Players
Zack Hiwiller
New Riders
www.newriders.com
To report errors, please send a note to [email protected]
New Riders is an imprint of Peachpit, a division of Pearson Education
Copyright © 2016 by Zachary Hiwiller
Notice of Rights
All rights reserved. No part of this book may be reproduced or transmitted in any form by any
means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written
permission of the publisher. For information on getting permission for reprints and excerpts, con-
tact [email protected].
Notice of Liability
The information in this book is distributed on an “As Is” basis without warranty. While every pre-
caution has been taken in the preparation of the book, neither the author nor Peachpit shall have
any liability to any person or entity with respect to any loss or damage caused or alleged to be
caused directly or indirectly by the instructions contained in this book or by the computer soft-
ware and hardware products described in it.
Trademarks
Many of the designations used by manufacturers and sellers to distinguish their products are
claimed as trademarks. Where those designations appear in this book, and Peachpit was aware of
a trademark claim, the designations appear as requested by the owner of the trademark. All other
product names and services identified throughout this book are used in editorial fashion only and
for the benefit of such companies with no intention of infringement of the trademark. No such use,
or the use of any trade name, is intended to convey endorsement or other affiliation with this book.
ISBN-13: 978-0-134-39675-0
ISBN-10:     0-134-39675-8
987654321
Acknowledgments
First, I would like to thank my wife, Gloriana, and my parents, Dan and Jan Hiwiller,
for always tolerating me and encouraging me. Although the former would have been
enough, the latter is greatly appreciated.
I would like to thank everyone who provided comments and support on early drafts.
Many helped, but Mark Diehr, Matthew Gallant, and Scott Brodie did a yeoman’s job on
a short turnaround, even though they have extremely busy professional careers. If
Uncharted 4 is delayed, please do not blame me.
Everything that looks professional within is thanks to the wonderful team at Pearson
including Robyn Thomas, Rebecca Rider, Danielle Foster, Patricia Pane, and
Karyn Johnson.
I would like to use this space to thank Jesse Schell for convincing me game design could
yield a career and be intellectually interesting. I’d like to thank Jon Dean, James
Hawkins, and Jason Barnes for being early examples to me of what leadership looks like
among game industry professionals. I would also like to thank all my friends and col-
leagues at Project Horseshoe, the best community of game designers in the world.
Finally, I cannot forget the dedicated staff and faculty of the Game Design program at
Full Sail University who have helped me refine my approach to communicating the
practice of game design, including, but not limited to, Ricardo Aguilo, Dax Gazaway,
D’Juan Irvin, Christina Kadinger, Michael Lucas, Kingsley Montgomery, Andrew
O’Connor, Mark Pursell, Brian Stabile, and Lee Wood.
iv   PLAYERS MAKING DECISIONS
       2 Problem Statements                                                                                                                                                               19
         Defining the Problem  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
         Low-Hanging Fruit .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
         Functional Fixedness  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
         Brainstorming  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
         Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
       3 Development Structures                                                                                                                                                          28
         Production Methodologies  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
         Scope  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
         Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
       4 Starting Practices                                                                                                                                                              38
         Analog Games .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
         Theme and Mechanics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
         Next Steps .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
         Designing for Others .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
         Opening Questions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
         Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
                                                                                                                                                                                              v
vi   PLAYERS MAKING DECISIONS
                             6 Playtesting                                                                                                                                                                            63
                                Playtesting Goals  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 64
                                Playtesting Benefits .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 65
                                Listening to Feedback .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 66
                                Finding Playtesters .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 70
                                Iterating  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 71
                                Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
                             7 Playtesting Methods                                                                                                                                                                     73
                                The Testing Environment .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 74
                                Keep Playtesters Talking  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 74
                                A/B Testing . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 77
                                Self-Playtesting .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 77
                                Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 79
                          10 Decision-Making                                                                                                                                                                        101
                                Player Agency  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 102
                                Anatomy of a Choice .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 103
                                Less-Interesting Decision-Making . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 105
                                                                                                                                                                                                     Contents   vii
   11 Randomness                                                                                                                                                                        117
         Completely Random Games .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 118
         Completely Skill-Based Games .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 119
         Fairness and Mitigating Randomness . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 120
         Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 123
   12 Goals                                                                                                                                                                           124
         How Players Determine Game Goals . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 125
         Criteria for Goals .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 128
         Solving Goal Problems .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 130
         Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 133
   14 Milieu                                                                                                                                                                            151
         What Is Milieu? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152
         Polish  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 155
         Player Types .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 156
         Motivation .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 158
         Milieu as Design Focus .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 161
         Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 162
   16 Balance                                                                                                                                                                          170
         Symmetry .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 171
         Self-Balancing Mechanisms .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 172
         Progression and Numeric Relationships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174
viii   PL AYERS MAKING DECISIONS
   25 Motivation                                                                                                                                                             287
         Two Types of Motivation . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 288
         What’s the Problem with Rewards? . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 288
         Self-Determination Theory and Challenges .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 290
         Competition and Motivation  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 291
         Personality .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 292
         Other Motivation Effects  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 293
         Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 295
x   PLAYERS MAKING DECISIONS
                         29 Probability                                                                                                                                                                      343
                               Probability Is Fancy Counting  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 344
                               Adding Die Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  350
                               Example: The H/T Game .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 353
                               Being Careful .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 355
                               Summary  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 360
         Conclusion                                                                                                                                                                    446
         Ludography                                                                                                                                                                     450
         Index                                                                                                                                                                          455
      Preface
                “If you wish to make an apple pie from scratch, you must
                 first invent the universe.”
                            —CARL SAGAN
      This Carl Sagan quote from Cosmos intends to cheekily point out that even a simple
      object like an apple pie contains a multitude of layers, depending on your level of
      analysis. Although the baker feels that the apples, sugar, and flour are the funda-
      mental building blocks of an apple pie, the physicist sees down to the atoms and
      fundamental particles that make up the pie itself. It is a profound and long-lasting
      quotation because of the disconnect that the listener experiences. Making an apple
      pie is prosaic. Inventing the universe is deity-level stuff.
      Teaching game design offers a similar conundrum. Making games is fairly easy, as is
      apparent from looking at the number of available games. For example, when you
      look at the games available for just a single platform (iOS) in a single country (the
      US) at the time of this writing, you’ll see that there are nearly 400,000 games avail-
      able.1 In addition, Over 110,000 analog games are listed in the BoardGameGeek.com
      database.2 And, of course, the number of games children create every day on play-
      grounds all across the world is uncountable. With so many games coming out every
      day, games surely must be easy to make. As a result, teaching about games must be
      fairly straightforward and simple.
      The primary reason is that there is no reliable algorithm that we can use to create
      things as wildly disparate as Chess, Grand Theft Auto V, Red Rover, pole vaulting
      meets, and Jeopardy!. A cursory listing of the skills a game designer of any type will
      1   App Store Metrics. (n.d.). Retrieved July 13, 2015, from http://www.pocketgamer.biz/metrics/app-store/
          app-count/.
      2   BoardGameGeek. (n.d.). Retrieved July 13, 2015, from https://boardgamegeek.com/browse/boardgame.
xii
                                                                                                               Preface   xiii
Because no algorithm exists, we have to attempt to shoehorn the facts and methods
of a universe of disparate disciplines to make game design heuristics. Meanwhile,
the impatient student just wants to make a simple apple pie.
When I first left the world of full-time development of video games to teach game design,
I faced this very problem of distilling a vast universe down to a few salient points. I vora-
ciously consumed every book I could find about design or game design and found that
they largely talked about the process from a descriptive perspective. That was useful in
some aspects, but not useful when I was looking to teach a prescriptive method. Most
game design books were ludicrously padded with obvious statements that were not at all
helpful to aspiring or professional designers. Some books, like Schell’s Art of Game
Design and Salen and Zimmerman’s Rules of Play did a great job of merging descriptive
and prescriptive insights from numerous areas of study and then backed up these anec-
dotes with external best practices.3, 4 As my library expanded, I found more and more
areas that I wanted to share with students, but unless I wanted to assign them hundreds
of dollars worth of (sometimes overly academic, sometimes out-of-print) reading materi-
als, I had no way to easily teach lessons that would have helped me professionally if
someone had taught them to me in my apprentice years. This is the curse of a multidisci-
plinary field—the sources for insights are limitless, so collating knowledge into a
curriculum eventually expands like a gas to fill whatever space you have.
I have created games professionally on over a dozen platforms. I have created large physi-
cal games for corporate retreats; I have created interactive books for tablets; and I have
created free-to-play games in a brutally competitive market. These platforms seem like
they share little in common. Some topics make sense only in terms of analog games, or
single-player games, or multiplayer games. But some topics transcend platforms and are
timeless. Less than ten years ago, mobile games had few established design patterns.
Less than ten years ago, no digital social networks supported formal games. Less than
thirty years ago, networked games in general were a quiet niche. What platforms will sup-
port the games ten years from now? Thirty years from now? What game design concepts
3   Schell, J. (2008). The Art of Game Design: A Book of Lenses. Amsterdam: Elsevier/Morgan Kaufmann.
4   Zimmerman, E., & Salen, K. (2003). Rules of Play: Game Design Fundamentals. Cambridge, Mass.: MIT Press.
xiv   PL AYERS MAKING DECISIONS
                    will help support the game designers of the future? I cannot possibly claim to know the
                    answer to those questions. But I can provide tools to support game designers today, and
                    I can present them in the most evergreen way I know in order to sustain their relevance.
                    In time, concepts in this book will be updated, expanded, or even retired as the industry
                    gains greater understanding of how we game designers complete our magic.
                    Teaching has been incredibly challenging and rewarding. Just as my career in game
                    design stemmed from a need to constantly learn about as many things as possible, my
                    teaching career has reflected that as well. Research is enlightening, but it is students who
                    provide me with unparalleled perspective into how to explain what game design actually
                    is and how to do it well. This book is another well-disguised ploy for me to learn more, to
                    pull insights from multiple disciplines, and to share new ideas with others.
                    —Zack Hiwiller
                    November 2015
Who Is This Book For?
This book is for those who are interested in what elements are involved in the design
of games. Its purpose is to introduce the knowledge areas that are most helpful for
understanding game design. This book is not a manual on how to design a game.
There is no such book possible. Neither is it a book that claims to let one in on all the
“secrets” of successful game design. Anyone promising that should not be trusted.
Nor is this a book to teach a specific programming language or scripting toolset.
Those books can be incredibly useful, but go obsolete quickly. This book focuses on
concepts that can be used to help you understand the design of any type of game—
analog or digital.
                                                                                      xv
      How Is This Book
      Organized?
      This book is split into eight sections, each of which covers a topic I feel is essential
      to being a game designer—no matter the platform—and is not completely obvious to
      new designers:
      •• Part 1,”Getting Started,” is about how to start from nothing. Although some
         games are iterations of previous games, most start with just the seed of an idea.
         What should that seed look like? What are some prerequisite elements that will
         help you organize your ideas into an actionable project?
      •• Part 2, “Prototypes and Playtesting,” talks about how to plan and test your game
         before it is a final product. There is a pervasive myth among novice designers that
         games are largely birthed finished from idea to product, with only moderate
         tweaking along the way. This section sets out to debunk that myth and provide
         designers with the tools and inspiration required to make quick, testable versions
         of their games.
      •• Part 3, “Meaningful Decisions,” covers one of the most interesting topics in
         games: decision-making. It is incontrovertible that interactivity is one of the key-
         stone characteristics of games. Interactivity means that the players make some
         decisions that the game reacts to. How do designers present these decisions?
         What makes for interesting decision-making?
      •• Part 4, “Describing Game Elements,” covers a number of topics concerning the
         different elements of games and different considerations thereof. There is little
         uniformity when talking with designers and academics about how game ele-
         ments should be classified or applied, so this section takes a cross-section of the
         most pragmatic approaches for actually designing games.
      •• Part 5, “Game Theory and Rational Decision-Making,” considers how players
         should behave were they to act rationally. By examining game decisions from this
         perspective, designers can remove elements that should be consistently never
         chosen. This leaves players with decisions between possibly interesting options.
xvi
                                                                         How Is This Book Organized?   xvii
•• Part 6, “Human Behavior in Games,” eschews the convenient fable of the rational
   player and looks to the realm of psychology to try to understand how real human
   players actually act. If games are truly about decision-making, then the whole
   branch of study spun off from psychology and economics that explores how humans
   actually make decisions is relevant to game design.
•• Part 7, “Game Design Tools,” considers the different tools designers use to document,
   analyze, and communicate ideas, such as the universally misunderstood game
   design document (GDD).
•• Part 8, “The Game Design Business,” considers the craft of game design as it relates
   to business. The old joke that is appropriated for nearly every industry is this: “How
   do you make a small fortune in the games business? Start with a large fortune.” If a
   designer’s craft is done for more than just a hobby, she must understand the require-
   ments of the business aspects of game design.
       1
PART
           Getting Started
             Ideas are like stars—numerous and dazzling,
             but it takes a lot of work to confirm life near one.
                    —DANIEL SOLIS
I teach game design to students in one of the larger game design programs in the world.
I see hundreds of students a year, and I see a fear in them. That fear is that they have a
desire—to be a game designer—and they don’t know what transition they will have to go
through to become one. The role seems so glorious and fulfilling, so certainly there must
be a change between their present, mundane self and their future-inspired “artiste” self.
Many seem to believe that a professor will come down from a mountaintop with stone
tablets, they will have some divine epiphany, and all will become clear. Even you, dear
reader, likely have some watered-down version of that belief. Otherwise, why would you
be reading a book about game design?
The problem with this meme is that game design itself has no gatekeepers. It doesn’t
need them. If you fail (and you will), so what? Ophthalmologists, for example, have hefty
barriers for entry into their profession because their failures come with major conse-
quences. If a game designer fails at making a game, then maybe someone just has less
fun for a little while.
When I tell students that they can be a game designer today, I tend to get glassy-eyed
stares. It is true: Anyone can make a card or board game with commonly found materials.
Even digital games are easier to throw together these days than ever before with tools
like GameMaker, Twine, and Perlenspiel. Where do you start? You make a game. You put
one foot in front of the other.
    1   What Is a Game Designer?
               The best of men
               That e’er wore earth about him, was a sufferer,
               A soft, meek, patient, humble, tranquil spirit,
               The first true gentleman that ever breathed.
                      —THOMAS DEKKER
4
                                                                                   What Is a Game Designer?   5
•• ESTABLISH DESIGN GOALS AND PLANS ON HOW TO REACH THEM. Game design is rarely a
   jam session where you use automatic writing to document ideas as they come to you.
   Game design is problem solving to meet goals. Without clear goals and plans on how
   to achieve those goals, the game designer is just riffing. Many designers are content
   with riffing because it’s more difficult to prove the design ideas wrong and it protects
   their ego. However, the most effective designers, those who end up with a game that
   reflects their original intent, are those who problem-solve within the framework of
   understood and well-defined problems.
•• THINK IN SYSTEMS. Games are interactive systems. Some have more interactive depth
   than others. No matter how nuts-and-bolts the designer is in dealing with the day-to-
   day tasks of game development, it’s absolutely essential that she have a deep
   understanding of how all the game’s systems work together. It is not enough to know
   how a feature works in isolation or to apply normative values like “good” or “bad” to
   individual implementations or features.
   Here’s an example: I once worked on a yearly iterative American football video game.
   A feature request was made where mistakes on the field would lower the probabilities
   that, say, the quarterback would hit his targets effectively, or receivers would run cor-
   rect routes, and so on. This is fine in theory. However, a lack of understanding for
   positive feedback loops and how the game’s unique systems function under-the-hood
   and are revealed to the player can lead to disastrous results. When implemented, the
   feature caused the first player who made a mistake to enter a death spiral of ineptitude
   as his onscreen players followed mistakes with more mistakes. Eventually, the game
   looked buggy as quarterbacks passed to empty field positions because their ratings
   dropped so low. Players had no idea what was going on because these systems were
   not revealed through the user interface, so they complained that the game was broken.
   The designer failed in understanding both the system internally (the feedback loop
   problem) and externally (the user-interface problem).
   A contingent of practitioners exists on both the bootstrap indie end and the mega-
   millions publisher end of the spectrum that has no time for any consideration of
   game design theory. How dare anyone tell these practitioners how to make a game?
   Their process boils down to a complicated dance of “guess and check.” They put
6   PLAYERS MAKING DECISIONS
                       something they think is “good” into a game—maybe it’s good or maybe it’s not. It’s
                       the most rugged form of determinism—wherever they end up was where they meant
                       to go all along.
                       Good design is not just whatever works or whatever sells. That is a koan at best. The
                       study of game design is an attempt to find repeatable, predictive things that help game
                       designers meet their design goals. These “things” may be immutable laws; but more
                       than likely they’ll just be helpful heuristics, bound to fail and be built upon until the
                       originals have become as quaint and old-fashioned as imagining light as a particle
                       traveling through ether or that behavior is regulated by four cardinal “humors.”
                   •• SEE WITH THE PLAYER’S EYES. Game development can be horribly tedious at times.
                       Often in frustration at a non-functioning or poorly functioning feature, designers do
                       whatever is the quickest that allows them to move on to the next task. But the
                       designer’s role is to understand how players will see this in the final product. What
                       is the easiest solution is rarely the best solution. Should this menu take three clicks
                       to navigate or is there a way to do it in one click? What if the three-click method is
                       much easier to implement? Is it worth the trade-off? Tracy Fullerton, in Game Design
                       Workshop calls this “be[ing] an advocate for the player” and cites it as the designer’s
                       most important responsibility.1 It is difficult for you to see with the player’s eyes
                       because you are biased by having seen the game from embryo to finish. You have the
                       luxury of comparing a game in its current state to what it was in an earlier unfin-
                       ished state, so it will always look better to you than it will to a new player without all
                       that information and baggage. The game designer often has to play the role of villain
                       in telling the team (or even himself) that what they have made is not what is best
                       for players.
                   •• EMBRACE BEING WRONG WITH HUMILITY AND UNDERSTANDING OF ALL OF ITS CONSEQUENCES.
                       Ego is great for promoting successes and inspiring others. It is horrible for remaining
                       objective. Game design requires iteration. Designers are always tempted to treat their
                       ideas as sacred. But when players experience those ideas and find them wanting, the
                       designer must be OK with admitting the idea didn’t work and changing it into a form
                       that better meets the design goals. Playtesters are sometimes wrong. More often,
                       they are right. A responsible designer knows when a playtest reveals that major
                       changes need to be made.
                   1   Fullerton, T., & Swain, C. (2008). Game Design Workshop: A Playcentric Approach to Creating Innovative
                       Games (2nd ed.). Amsterdam: Elsevier Morgan Kaufmann.
                                                                                    What Is a Game Designer?   7
•• COMMUNICATE WITH TEAM AND PLAYERS. Understanding the game’s systems and
   design goals has an additional responsibility: The game designer must be the one
   who helps the rest of the team understand those goals so they can work in concert.
   In large teams, this is often done by writing effective and clear game design docu-
   ments and reiterating the goals and design focus when appropriate with every team
   interaction. This communicator-in-chief role extends also to communication with
   the players. The most brilliant, detailed system will fall flat with players if players do
   not understand it. The zeal with which the designer must carry the torch of the
   design goals and the means to achieve them must be duplicated by communicating
   clearly with the players through thoroughly tested user interface and content.
•• FILL IN THE GAPS. Large “AAA” software titles can afford to be highly specialized due
   to the size of the team. They can hire narrative designers, user interface (UI) design-
   ers, designers who specialize in economies, and so forth. The smaller the team gets,
   the more the designer has to be a jack-of-all-trades. In the singular case, a team of
   one can rely only on the designer herself and the players. Anything the players can-
   not do on their own must be done by the game designer in this case. The game
   designer needs to have a polymath’s skill set to fill in the gaps where the game’s
   goals are not being met.
•• FACILITATE PLAY. All of the previous similarities are applicable for any user-centered
   design process. With some change in nomenclature, those responsibilities make
   sense for designing a better ATM, or a website for ordering custom-tailored shirts.
   The difference in games is that the freedom that comes with play is fundamentally
   different than checking a box to determine whether a use case was satisfied. The
   game designer who errs on the side of staid checklists is just as remiss as the
   designer who riffs without having goals in mind and never finishes. Games are about
   play. That play can facilitate different types of emotions and aesthetics, but at its
   heart, it is still play. The designer shares in the producer’s responsibility to keep the
   game on schedule. He shares in the engineer’s responsibility to make the game func-
   tional. But the designer’s unique responsibility is to ensure that the game is
   aesthetic and playful.
•• DON’T BE AN AUTEUR. The common outside stereotype of a game designer is similar to
   the stereotype of the auteur film director. The auteur has tyrannical influence from
   beginning to end, dictating her unique vision to a team of cogs who implement her
   genius design. The auteur’s ideas come from her mind fully formed. If the audience
   does not “get” it, then it’s their fault for not being sophisticated enough. This is a
   stereotype without many successful antecedents in the real world. The successful
   game designer shares more traits with a successful scientist than an auteur.
8   PLAYERS MAKING DECISIONS
                   Varied Interests
                   In my classes, I almost always ask the question of why the students want to design
                   games. Quite often, students say, “I have been playing games since I was in the womb!”
                   He (this is always a male student) claims that he has played every game released for
                   every expensive console for the last 20 years. This, he claims, makes him extremely
                   qualified to be a designer. These students tend to not care about game design theories
                   because they know what a good game looks like already.
                   To this, I usually say how odd it is that I have eaten every day, maybe upward of 20 or 30
                   thousand meals by this point, yet I am just not a proficient chef. I have a refined palette,
                   I know what I like and what I do not like, and I can even approximate it to some degree.
                   Yet I often need a couple tries to make a good cake. It is almost as if experience in con-
                   suming something quite weakly correlates with the skill involved in making something!
                   In my experience, the best designers are not ones who are singularly interested in
                   games. This is somewhat counterintuitive. The best designers are those who are inter-
                   ested in everything and can learn new skills and disciplines quickly. Not only does a
                   designer often need to fill in and ramp up to a new responsibility quickly, but it is the
                   core of creativity to draw from varied experience. Ernest Hemingway is quoted as say-
                   ing, “In order to write about life first you must live it.” Legendary designer Richard
                   Bartle says, “Designers read up on every subject they can conceivably find. […] They’ll
                   spend six hours absorbed in the details of the inner workings of the Palestine
                   Liberation Organization in the 1970s because somehow they sense it will help their
                   understanding of guilds, or orcs, or griefing, or terrain, or who knows what.”2
                   2   Bateman, C. (2009). Beyond Game Design: Nine Steps Toward Creating Better Videogames. Boston,
                       Massachusetts: Cengage Learning.
                                                                                                 What Is a Game Designer?   9
A technical term for this is philomathy. A philomath is a lover of learning. The goal of
the philomath is to pursue varied skills and knowledge. Of course, a philomath can be
a dilettante by not applying that varied knowledge. Therefore, a great game designer
employs practical philomathy—applying the lessons of many different fields to a
practical project.
Some, such as educational researcher James Paul Gee,3 believe that games encourage
learning because of their ability to teach the transfer of skills and knowledge between
different domains. If this is true, then the game designer must also be comfortable
transferring between domains of knowledge.
Persistence
       The rain to the wind said,
      “You push and I’ll pelt.”
       They so smote the garden bed.
       That the flowers actually knelt,
       And lay lodged—though not dead.
       I know how the flowers felt.
          —ROBERT FROST “LODGED”
Any successful creative endeavor is a slog. The most enjoyable times to be a game
designer are at the beginning of a project, when the possibilities are endless, and at the
end of the project, when the work is complete. Unfortunately, most of the project lies
between those two points. The middle contains unfathomable bugs, bratty and rude
playtesters, teammate squabbles, external flies in the ointment, and intense periods of
self-doubt.
Poor designers settle or quit and then blame the bugs, playtesters, squabbles, and more
for falling short of success. Excellent designers have the fortitude to stick with it when it
gets tough and are generally rewarded for their hard work by better output. “Sticking
with it” is not a measure of time. It is not a metric of how stone-faced you can be while
you wait out your troubles. Ego-driven designers can wait out a tsunami of criticism,
but if they do not adapt to that criticism, their work never improves. Instead, “sticking
with it” is a measure of work. How can a designer adapt to all the obstacles in her path?
That measure is a key attribute of a good designer. But it is not innate! It is something
that can be trained.
3   Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Computers in
    Entertainment (CIE) 1(1),20.
10   PLAYERS MAKING DECISIONS
                          Some want to design games. They are perfect for the program at my university because
                          that is exactly what our program teaches. They have no problem throwing together pro-
                          totypes, and often many students I work with have a history of making games before I
                          see them in our program. They embrace failure as a step toward success. The act of
                          making games is what sustains them through the tough times.
                          The other type of potential designer is made up of folks who want to be game designers.
                          These people I find much harder to help. All these folks want is the gravitas that comes
                          with saying that you are a professional game designer. They want to tell someone what
                          to make and have it made. They want to be the mythical “idea guy.” These people shy
                          away from or are dismissive of making things themselves. Often they claim they “don’t
                          have the skills” to make things. They want the title without the work. This comes from a
                          common misconception of what game design actually is in practice.
 NOTE Spoiler:           The problem with being an idea guy is that everyone is one. Everyone has a great game
There is no gravitas.
                          idea that they have been itching to make. But actually making it is difficult. Sometimes
Sorry. It is a good
icebreaker with strang-   it requires specialized knowledge; it always requires a significant amount of work and
ers to say that you       revision. Why should someone pay you for your ideas when everyone else has ideas? If
design games, but
beyond that, it has its
                          you were a programmer, would you want to work on your ideas or someone else’s? “But
pros and cons like any    my ideas are great!” you may say. How do I know? Can you prove it? The way you can
other field.
                          prove it is by making a playable prototype, which requires you to be someone who
                          makes things, not just someone who talks about making things.
                          The concept of idea guys is a running gag in the industry. It is shorthand for people who
                          want to work in games without actually doing any work. Either they are afraid of doing
                          work or they are so afraid of their egos being damaged that they offshore and delay the
                          work that might prove their idea is no good. There are a few notable idea guys in the
                          industry today, but they earned that role by working really hard at implementing their
                          now-famous ideas until they were successful. For example, Will Wright sometimes
                          plays the role of idea guy, but he designed and coded SimCity by himself, not to mention
                          tons of other games that never reached that level of success. There are no idea guys who
                          started as “idea guys.”
                          Before you continue on your journey toward learning about game design topics, take
                          time to consider whether you want to design games or be a game designer.
                                                                                                    What Is a Game Designer?              11
Make Things
David Bayles and Ted Orland’s book Art & Fear is a great collection of observations                                NOTE Thanks to
                                                                                                                  Joël Franusic, as I origi-
about creating things.4 The following excerpt is about ceramics, but its lessons apply to
                                                                                                                  nally found Art & Fear
almost any creative endeavor, especially making games:                                                            through his blog.
       The ceramics teacher announced on opening day that he was dividing the
        class into two groups. All those on the left side of the studio, he said, would
        be graded solely on the quantity of work they produced, all those on the right
        solely on its quality. His procedure was simple: On the final day of class he
        would bring in his bathroom scales and weigh the work of the “quantity”
        group: fifty pounds of pots rated an “A,” forty pounds a “B,” and so on.
       Those being graded on “quality,” however, needed to produce only one pot—
        albeit a perfect one—to get an “A.” Well, came grading time and a curious
        fact emerged: The works of highest quality were all produced by the group
        being graded for quantity. It seems that while the “quantity” group was bus-
        ily churning out piles of work—and learning from their mistakes—the
      “quality” group had sat theorizing about perfection, and in the end had little
        more to show for their efforts than grandiose theories and a pile of dead clay.
At the start, ideas are exciting. It’s easy to see an idea only for its promise. There is a
honeymoon period where all the fun bits are coming together. But, extraordinarily,
rarely does an idea go from form to product in a smooth transition. Most projects enter a
period where the idea needs work: Either the code is not working, or the game is testing
poorly, or there is just a lot of foundational work to complete. Those parts are no fun. At
that point, the creator has a choice: Slog through the difficult parts and finish, or
choose one of the other new, exciting ideas and start working on the fun parts that it
promises. You can imagine what most people choose. It ends up leaving us with a
graveyard of half-finished ideas. Sometimes giving up on an idea is justified and useful,
but always chasing the next promising idea without ever finishing the one in progress
is an easy mistake to make. Worse yet, if you abandon a project with a difficult trajec-
tory for one with potential, you never learn the valuable lessons about the craft that the
process of slogging through difficult and tedious tasks ends up often teaching you.
4   Bayles, D., & Orland, T. (2001). Art & Fear: Observations on the Perils (and Rewards) of Artmaking. Eugene,
    Oregon: Image Continuum Press.
12   PLAYERS MAKING DECISIONS
                    This is what Bayles and Orland are talking about. The “quantity” group probably made
                    some terrible pots. That is okay. By doing so, they did not shame themselves or reveal
                    that they didn’t have it in them to create ceramics. Instead, they were able to build upon
                    their mistakes. Their goal was not the one perfect pot, but better and better pots.
                            Nobody tells this to people who are beginners, I wish someone told me. All of
                            us who do creative work, we get into it because we have good taste. But
                            there is this gap. For the first couple years you make stuff, it’s just not that
                            good. It’s trying to be good, it has potential, but it’s not. But your taste, the
                            thing that got you into the game, is still killer. And your taste is why your
                            work disappoints you. A lot of people never get past this phase, they quit.
                            Most people I know who do interesting, creative work went through years of
                            this. We know our work doesn’t have this special thing that we want it to
                            have. We all go through this. And if you are just starting out or you are still in
                            this phase, you gotta know it’s normal and the most important thing you can
                            do is do a lot of work. Put yourself on a deadline so that every week you will
                            finish one story. It is only by going through a volume of work that you will
                            close that gap, and your work will be as good as your ambitions. And I took
                            longer to figure out how to do this than anyone I’ve ever met. It’s gonna take
                            awhile. It’s normal to take awhile. You’ve just gotta fight your way through.
                    Do not underestimate how difficult the evolution can be at times. Sometimes students
                    cave in to the pressure that comes from the distance between where they are and where
                    they want to be. They respond to it by lowering their expectations of their own work
                    because they are “only students.” Architect, designer, and professor Christopher
                    Alexander has this fight often with his pupils:6
                            In my life as an architect, I find that the single thing which inhibits young pro-
                            fessionals, new students most severely, is their acceptance of standards that
                            are too low. If I ask a student whether her design is as good as Chartres, she
                            often smiles tolerantly at me as if to say, “Of course not, that isn’t what I am
                            trying to do…. I could never do that.” Then, I express my disagreement, and
                            tell her: “That standard must be our standard. If you are going to be a builder,
                            no other standard is worthwhile. That is what I expect of myself in my own
                            buildings, and it is what I expect of my students.”
                    5   Glass, I. (2009, August 18). “Ira Glass on Storytelling,” part 3 of 4. Retrieved March 11, 2015,
                        from www.youtube.com/watch?v=BI23U7U2aUY.
                    6   Gabriel, R. (1996). Patterns of Software: Tales from the Software Community. New York: Oxford University Press.
                                                                                                    What Is a Game Designer?   13
In this book, we’ll discuss many of the fields of study that touch and inform game
design. But these lessons are intended to guide your decision-making as you craft new
games. These lessons are not intended to make you a game designer. Only you can do
that through sustained, deliberate practice.
Abandon the common desire to achieve perfection. The Platonic ideal of your game only
exists in your head. To approximate it is a worthwhile goal, but to demand adherence to
it is not. Like Moses, your game can see the Promised Land but will never reach it. At
some point, you must finish that game to have the experience of finishing. It needs to be
released to the wild, not buried in a notebook or on a private thumb drive.
Additionally, your repeated practice in making games must be deliberate. If you make
games, that is good. But if you make games with a purpose toward becoming better at
making games, that is a whole lot better. Always challenge yourself to stretch outside
your comfort zone. This is the only way to grow. As Susan Cain writes in Quiet about
deliberate practice:
        When you practice deliberately, you identify the tasks or knowledge that are
        just out of your reach, strive to upgrade your performance, monitor your
        progress, and revise accordingly. Practice sessions that fall short of this stan-
        dard are not only less useful—they’re counterproductive. They reinforce
        existing cognitive mechanisms instead of improving them.7
The most helpful research you can conduct is often to play bad games. Good games are
similar, but bad games are different in a myriad of unique ways. Bad games teach you
hundreds of things not to do. For instance, you can learn just as much about level
7   Cain, S. (2013). Quiet: The Power of Introverts in a World That Can’t Stop Talking. Broadway Books.
14   PLAYERS MAKING DECISIONS
                    design from Gunvalkyrie as you can from BioShock. The other benefit of playing bad
                    games is that it differentiates you as a designer. Most designers have played Final
                    Fantasy VII, so most designers have internalized the same lessons. However, few will be
                    able to tell you the lessons they learned from Mario Is Missing, Dino Crisis 3, Rule of
                    Rose, or Azurik: Rise of Perathia.
                            NOTE I try to be extraordinarily careful with the use of the terms “good” and “bad”
                           since they are not only wildly subjective, but also serve as a means to eliminate all critical
                           and helpful commentary from an object. In this instance, “good” games are games that
                           match your tastes and do so in a way that is widely accepted as being successful. “Bad”
                           games are those that are widely criticized or do not match your preferences.
                    In one class, I had students practice making presentations. At first, I let students select
                    any topic of their choice that didn’t violate university guidelines. Roughly 80 percent of
                    the presentations ended up being about games they had played or games they wanted
                    to design. It was the same presentation every month on the newest, hottest game. It was
                    dreadfully boring. Then I changed up the assignment and forbid anyone from doing
                    any presentation on games or game design. Instead, I challenged them to teach the
                    class something new that was not about games or pop culture. I received a lot of push-
                    back from students. They claimed that games were all they knew! I let these
                    protestations fall on deaf ears. When I finally received the presentations, the topics
                    were diverse and interesting: how to cook perfect chicken wings, the struggles in adopt-
                    ing three children from overseas, why greenhouse tomatoes are better than
                    store-bought, tips on figure drawing—one memorable presentation even did an ethno-
                    graphic study of Juggalo culture! People become more interesting if you push them
                    away from what makes them wholly comfortable. Writer Geoff Dyer once wrote: “How
                    can you know anything about literature if all you’ve done is read books?”8 The same
                    goes for games or any other creative endeavor.
                    Inspiration and guidance comes from every aspect of our lives. When we all do the
                    same things, we mold ourselves into cookie-cutter patterns that make us identical to
                    our neighbors. In some aspects, this is useful: We can communicate more easily using
                    shared experiences, and we can understand the motivations of those who think like us.
                    However, in creative endeavors, it can be a death knell. If you are identical to every
                    other designer, then why should anyone hire you or play your games? Products that are
                    identical to their direct competitors are called commodities. Commodities are priced as
                    low as possible. Do you want to be paid as low as possible? Or do you want to be differ-
                    ent and command the highest prices?
                    8   Dyer, G. (1999). Out of Sheer Rage: Wrestling with D. H. Lawrence. New York, New York: North Point Press.
                                                                                     What Is a Game Designer?   15
        Since the reality of play extends beyond the sphere of human life it cannot
        have its foundations in any rational nexus, because this would limit it to
        mankind. The incidence of play is not associated with any particular stage of
        civilization or view of the universe. Any thinking person can see at a glance
        that play is a thing on its own, even if his language possesses no general
        concept to express it. Play cannot be denied. You can deny, if you like, nearly
        all abstractions: justice, beauty, truth, goodness, mind, God. You can deny
        seriousness, but not play.
           —JOHAN HUIZINGA
Many game design books start by posing this question: What is a game? Surely you
have to know what you are creating in order to create it. So most game design textbooks
have a chapter covering this question. The primary problem with designers considering
this question is that no matter what the answer is, it’s not instrumental in making bet-
ter games. The main output of “what is a game” discussions is argument. We discuss it
here only to give it some air, since it constantly comes up in nearly every generalist
game design book. But this topic is only covered in a perfunctory way to make more
time for concepts with direct application to craft.
Formalism
The topic of the essential features of a game is an important debate in the field of game
studies. Game studies is an interdisciplinary catchall term for any research surrounding
the cultural and ontological components of games and play. Game design is a subset of
game studies that is most concerned with the normative aspects of how to make a game.
Scholars and lay folks have long attempted to pin down what exactly is meant when we
say “game.” Here are a few samples of what has been published:
•• French sociologist Roger Caillois in 1961: “an activity which is essentially: Free (vol-
    untary), separate [in time and space], uncertain, unproductive, governed by rules,
    make-believe.”9
                   •• Games researcher Clark Abt in 1968: “any contest among adversaries operating
                        under a limiting context for an objective.”10
                   •• Researchers E.M. Alvedon and Brian Sutton-Smith in 1971: “an exercise of voluntary
                        control systems in which there is an opposition between forces, confined by a proce-
                        dure and rules in order to produce a disequilibrial outcome.”11:
                   •• Philosopher Bernard Suits in 1978: “the voluntary attempt to overcome
                        unnecessary obstacles.”12
                   •• Game designers Katie Salen and Eric Zimmerman in 2003: “a system in which
                        players engage in an artificial conflict, defined by rules, that results in a
                        quantifiable outcome.”13
                   •• Game designers Andrew Rollings and Ernest Adams in 2007: “a type of play activity,
                        conducted in the context of a pretended reality, in which the participants try to
                        achieve at least one arbitrary, nontrivial goal by acting in accordance with the rules.”14
                   •• Game designer Jesse Schell in 2008: “a problem-solving activity approached with a
                        playful attitude.”15
                   •• Game researcher Jesper Juul in 2010: “a rule-based formal system with a variable
                        and quantifiable outcome, where different outcomes are assigned different values,
                        the player exerts effort in order to influence the outcome, the player feels attached to
                        the outcome, and the consequences of the activity are optional and negotiable.”16
                   •• Game designer Stephen “thecatamites” Murphy at some point: “some combination
                        of the following indivisible elements: skeleton, red key, score thing, magic door. If
                       you see something that looks like a video game but isn’t, you should immediately
                        call the police.”17
                    We could wander far into the weeds of philosophy, wondering if we are using the ruler
                    to measure the table or the table to measure the ruler, but the point here is not to argue
                    the validity or invalidity of any particular definition or definitions of games, but to
                    understand why these definitions are not important for this exercise.
                    10 Abt, C. C. (1968). “Games for Learning. Simulation Games in Learning,” Sage Publications 65-84.
                    11 Avedon, E., & Smith, B. (1971). The Study of Games. New York: J. Wiley.
                    12 Suits, B. (1978). The Grasshopper: Games, Life and Utopia. Toronto: University of Toronto Press.
                    13 Zimmerman, E., & Salen, K. (2003). Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts:
                       MIT Press.
                    14 Adams, E. and Rollings, A. (2007). Fundamentals of Game Design. Upper Saddle River, New Jersey: Prentice Hall.
                    15 Schell, J. (2008). The Art of Game Design: A Book of Lenses. Amsterdam: Elsevier/Morgan Kaufmann.
                    16 Juul, J. (2010). The Game, the Player, the World: Looking for a Heart of Gameness. PLURAIS-Revista
                       Multidisciplinar da UNEB, 1(2).
                    17 Murphy, S. (n.d.). “VIDEOGAMES.” Retrieved March 16, 2015, from http://harmonyzone.org/Videogames.html.
                                                                                                  What Is a Game Designer?   17
Planetologists argue about the definition of planets (see the recent furor over Pluto), yet
the planets keep their orbit regardless. Researchers Espen Aarseth and Gordon Calleja
argue that we, as game designers, do not need definitions at all.18 They say that fields
such as literature, media studies, and planetology all have unsettled debates on defini-
tions yet have no problems continuing on in the production of their field. They also
argue that rigid definitions hurt multidisciplinary fields. As we have already covered,
game design is a vastly multidisciplinary field.
As the cultural reach of games has increased, some works have been created that do not
look at all like games, are familiar, and do not appeal to the same aesthetic goals and
audiences. This is expected when a medium grows. However, in some sort of insane
tribalism, some commentators use the previous definitions of games as a tool to exclude
these works and creators from the community of creators.
A recent flare-up of this debate surrounded the indie game Gone Home by Fullbright. It
was a top-seller and had wide-reaching critical acclaim,19 yet it eschewed many of the
features of mainstream games. There is no way to lose or win. There is no challenge in
the traditional sense. Players explore a house and piece together the story of the home’s
inhabitants. There is no antagonizing force. There are no resources, per se. It fails some
of the accepted definitions, yet many (including the creators)20 consider it a game.
Critics of the game often throw out that it is not a game at all and is thus somehow
unworthy of praise or scrutiny.
Imagine an 18th century art critic who wrote that art was the depiction of images as a
true depiction of their real elements. That was what art largely was up to that point.
Then when abstract and surreal art came along in the 19th and 20th centuries, that
definition had to change. A dogmatic following of the critic’s rules would have denied
the world the beauty of images like those popularized by painters like Salvador Dali,
Piet Mondrian, or even fantasy artists like H. R. Giger or Frank Frazetta. Ironically,
Frazetta’s work has influenced almost every popular fantasy game since the dawn
of the genre.21
If the purpose behind game formalism is to deny other works the light of day, then it is
garbage scholarship. The medium needs boundary-ignoring works or it risks being
18 Aarseth, E., & Calleja, G. (2009). The Word Game: The Ontology of an Undefinable Object. In Lecture
   delivered at Philosophy of Computer Games Conference, Vol. 178, pp. 12–25.
19 Grant, C. (2014, January 15). “Polygon’s 2013 Game of the Year: Gone Home.” Retrieved March 16, 2015,
   from www.polygon.com/2014/1/15/5311568/game-of-the-year-2013-gone-home.
20 Gaynor, S. (2014). “Why Is Gone Home a Game?” Game Developer’s Conference. San Francisco, CA.
21 “Tracing the Influence.” (n.d.). Retrieved March 16, 2015, from www.hardcoregaming101.net/tracing/
   tracing2.htm.
18   PLAYERS MAKING DECISIONS
                    stuck in an endless status quo. This should not be threatening to game designers. There
                    is room for both the status quo and the new and original. Saying that something is “not
                    a game” as interchangeable criticism with “I don’t like this” weakens the entire
                    medium of games by considering that only something that meets guidelines of taste is
                    allowed to be in the medium at all. This puts a huge burden on designers: Make a thing
                    with this list of features and it must be appealing and good or else you cannot be a
                    game designer at all!
                    So why have game definitions in the first place? The term game means something.
                    When you use it, you are attempting to communicate a concept. If it could mean any-
                    thing, then the term itself must be empty. Relativism does not help us communicate. We
                    consider the topic so that we can find commonalities that inform all of our work. To the
                    end that a definition works, it is helpful. Otherwise, it is not. An attempt at a definition
                    is not to be exclusionary, but to distill what the magic is that defines the medium in
                    which designers labor and love. Any definition of games that we determine now may
                    become irrelevant by the creation of something new that invalidates that definition.
                   Arguing about that definition is just territorialism.
Make what is in your heart. Let someone else worry about classification.
                    Summary
                   •• A game designer needs a variety of skills to be the jack-of-all-trades that meets a
                       project’s varied needs.
                   •• Nothing that a designer needs is innate. All design skills can be cultivated through
                       practice and a correct attitude.
                   •• Reading about game design can be helpful. That’s why you have this book! However,
                       nothing is a substitute for making games. If you wait until you are ready to make
                       games, you’ll never make a single one.
                   •• Games are great, but don’t only be about games. There is so much to learn in this
                       world in vastly varying domains of knowledge. You never know when you’ll be able
                       to connect what you learn to games, so try to learn everything.
                   •• Don’t worry about people who waste time arguing about what is or is not a game. It
                       is philosophically interesting, but it does not have much relevance for actually mak-
                       ing anything tangible. At worst, it forces design into rigid limitations. If you make
                       something clever and someone calls it “not a game,” you have still made something
                       clever, and they have made nothing at all.
2   Problem Statements
           A problem clearly stated is a problem half solved.
                 —DOROTHEA BRANDE
                                                                  19
20   PL AYERS MAKING DECISIONS
                            TIP For a different perspective on the X, see Randy Pausch’s “An Academic’s
                           Field Guide to Electronic Arts” at www.evl.uic.edu/spiff/class/cs426/Notes/
                           PauschAcademicsFieldGuideToEA.pdf.
                    Note that problem statements do not explain what the game is when it is finished. That
                    would require prescient future prediction. Often, creative endeavors do not follow a pre-
                    dictable path. Psychologist Dean Keith Simonton found that often a kind of unpredictable
                    search is involved in many successful creative efforts.1 Having no plan at all is not recom-
                    mended. Instead, try to distill a game down to a fundamental core for which a new idea
                    can be built. What makes it different? What makes it interesting? All games involve solv-
                    ing problems to some degree. What problems are posed to the player and under what
                    context they appear is the designer’s decision. You may have to change that core problem
                    along the way, but that core focus gives you something from which to build.
                    The following sidebars include example problem statements for some released games
                    with a less effective (bad) version of the statement, a more effective (better) version, and
                    an explanation of why the better statement is indeed better.
BETTER PROBLEM STATEMENT: What if a racing game was determined by style instead of
just speed?
WHY: Who cares about kudos? The problem that the game is trying to solve is how to
make a new win condition for racing games. The solution was kudos, not the problem!
The problem was finding out a different way to “score” a race! One hint is that if you keep
asking “Why?” then you probably have not dug deeply enough into the problem. The
deeper question here is “Why are kudos interesting?” The answer is “Because they are a
different way to score a race.” Aha! This digging deeper gets us to the core of the design.
WHY: The first problem statement here is a question about the story, which is not deter-
mined until later in the project and is not the fundamental design motivation to the
game. David Cage, founder of Quantic Dream, is an opinionated designer/producer who
is largely focused on making interactive narratives. Therefore, in this case, the problem
has to be about that influence in some way. Note also that a problem statement does
not have to be what makes the game entirely unique. Quantic Dream’s earlier games
tackled similar design questions.
BRAID (2008)
BAD PROBLEM STATEMENT: What would happen if you could rewind time an infinite num-
ber of times, make time relative to a player’s position on the screen, and create a
shadow character that allowed you to perform multiple actions at the same time?
BETTER PROBLEM STATEMENT: What puzzles could be created if you could
manipulate time?
WHY: The first problem is far too specific about the mechanics. It is not likely that the
designer started with this specific end goal in mind. It’s more likely that the designer
thought about ways that time manipulation could create interesting mechanics and
puzzles. This leads to the formulation of the better problem statement. The mechanical
decisions all come from that fundamental issue of figuring out what happens when a
player manipulates time.
22   PLAYERS MAKING DECISIONS
BAD PROBLEM STATEMENT: What would a card game version of Puerto Rico look like?
                        BETTER PROBLEM STATEMENT: What mechanics, dynamics, and aesthetics from Puerto
                        Rico could be preserved in a card game?
                        WHY: San Juan is a card game version of Puerto Rico, and the original design consider-
                        ation was probably how to make Puerto Rico: the Card Game. Yet Puerto Rico: the Card
                        Game could be literally any card game with a plantation and shipping theme integrated
                        into the text and art. A better way to start would be to understand what elements of
                        Puerto Rico were worth preserving: Selecting roles, piggybacking off the roles of other
                        players, harvesting crops, shipping them, and managing resources are all essential
                        elements that make the transition from Puerto Rico to San Juan. The better problem
                        statement also yielded another popular game, Race for the Galaxy. It was built off the
                        same idea to preserve elements of Puerto Rico in a strategy card game.2
                    Poor problem statements don’t get at the heart of the game, are overly vague, are overly
                    derivative, are only marketing statements, or don’t drive the design. For instance, “How
                    do we make another Elder Scrolls game?” is a poor problem statement. It essentially
                    directs the designers to just make a copy of what they have already made.
                    The best problem statements should get down to the concrete design goal so the designer
                    and team can follow up with effective tasks to create a unique and focused design.
                   Low-Hanging Fruit
                   After deciding at a high level on what problem you want to solve, the next step is to
                    figure out how to solve that problem. This is usually done by visualizing and describing
                    what the game will look and play like. You can use this high-level sketch of your rules,
                    mechanics, and/or theme in order to start building prototypes.
This process has a few danger areas. Let’s look at an example that illustrates these dangers.
                    2    Lehmann, T. (2011, May 11). “Race for the Galaxy Designer Diary #1.” Retrieved March 16, 2015, from
                         http://web.archive.org/web/20090227034911/boardgamenews.com/index.php/boardgamenews/
                         comments/game_preview_race_for_the_galaxy_designer_preview_1.
                                                                                         Problem Statements           23
Assume you are tasked to create a game that uses all four of the following elements:
You do not have to use all of the materials exhaustively (that is, you do not have to use       NOTE Thanks to
                                                                                               Dax Gazaway for the
all the oranges, all the socks, or all the rope), but you must use at least a portion of all
                                                                                               setup for this idea.
four elements.
Before reading further, write down a one- or two-sentence description of the first game
you envision. The game should be coherent and feasible, but it does not necessarily
need to be fun or strategically fulfilling. Please come up with your idea before reading
further… I’ll wait.
I have given this exercise to professional game designers, college professors, lay per-
sons with no professional ties to games, and (many) students. Originally, I had planned
to keep track of the results as a pseudo-scientific study. However, the first 20 results I
received were nearly identical.
The easiest idea, the idea that sticks out the most, is the “low-hanging fruit.” This fruit
is easy to pick and anyone can reach up and grab it. For the sake of consistency, let’s
say your idea is like the first ones I received: Create a game where you throw an orange
through the tire. This is usually done by putting an orange in the sock and using the
sock as a sling. The rope is used to hang the tire from a tree or structure. As I said
before, the first 20 people I gave this exercise to did roughly the same thing. There were
some variations: Some used the rope to measure distance, some had the tire rolling
instead of stationary. Yet the core of the game was the same: Throw oranges through
the tire to win. Is this the idea you came up with?
Think of how limiting this is. Think of all the things you can do with an orange. Sure,
you can throw oranges, but you can also juggle, balance, eat, squeeze, roll, peel, stack,
hide, or catch them, among dozens of other things. A long list of verbs can be created
for each of the four elements. Yet each of the first 20 people asked chose a similar set of
verbs. These participants had a range of ages and game design experience. They did not
choose the same actions because of a similar background; they chose it because it was
the easiest solution to imagine.
24   PL AYERS MAKING DECISIONS
                    When solving traditional problems, we often go for the simplest possible solution. But
                    in efforts that require creativity, the simplest solution is the one everyone thinks of first.
                    If an important part of design is the creativity of ideas, then stopping when you think of
                    the first reasonable solution limits you to only the most obvious conclusions.
                    Although students answered the same as the other participants in this exercise, the dif-
                    ference between them and design professionals is that the design professionals were
                    willing to come back with better answers later. One of the professors I gave this exercise
                    to came back to me the following day with a really innovative game idea for the materi-
                    als that I had never heard before. Design professionals tend to keep digging away at the
                    idea until they have explored all of its facets. And, as a result, they can choose from a
                    deep list of ideas. Students, however, tend to stop at the first idea that makes sense.
                    Functional Fixedness
                    German psychologist Karl Duncker studied a phenomenon related to how the preceding
                    low-hanging fruit exercise produced similar answers from person to person.3 In a
                    famous test, he asked participants who were given a candle, a box of matches, and a
                    box of thumbtacks to figure out how to attach the candle to the wall so that the candle’s
                    wax did not drip onto the table below when lit.
                    The solution is to use the tacks to affix the box that the tacks came in to the wall and to
                    place the lit candle in the box. However, subjects found it hard to use the box as a tool
                    to solve the problem because they focused on the use of the box as a container for
                    matches. Duncker called this phenomenon functional fixedness. To them, the function
                    of the box was fixed as being a container. They could imagine no other function. When
                    designing games, it can be easy to assume that the uses of common objects or mechan-
                    ics are fixed. In the low-hanging fruit game example, oranges look like baseballs or
                    softballs, so the resulting games largely treated them as such.
                    Often, the most creative games break fundamental assumptions about genre. Divekick,
                    for example, is a fighting game that eschews combos, complex control schemes, block-
                    ing, directional movement, and even life bars but still delivers a fun fighting game
                    experience. Its designers took all the elements that most fighting game designers take
                    as being fixed elements and simply threw them out. Shadow of the Colossus created a
                    world right out of a Legend of Zelda-style adventure game and removed everything but
                    the boss fights.
                    3   Duncker, K., & Lees, L. S. (1945). “On Problem-Solving.” Psychological Monographs, 58(5), i.
                                                                                                           Problem Statements   25
Brainstorming
One technique studios tend to employ to find creative solutions to problems is brain-
storming. In classic brainstorming, members from one or many disciplines who are
stakeholders in the project get together in the same place to generate ideas. The brain-
storm tends to have a theme or purpose; there is some kind of problem the brainstorm
session tries to solve. Someone moderates the meeting, and members spout out possible
solutions while someone else records the proceedings.
This technique was presented in the 1950s by Alex Osborn in his book Applied
Imagination.4 In his book, he coined the term “brainstorming” and its cardinal rules.
The rules he created mostly carry over to properly run brainstorming meetings today:
•• QUANTITY, NOT QUALITY. Worry about “good” ideas later. In brainstorms, just come
    up with as many ideas as possible.
•• BUILD ON IDEAS. The reason the brainstorm is a communal activity is that
    participants use other participant’s ideas to spur the creation of new ideas from
    different perspectives.
•• ENCOURAGE “CRAZY” IDEAS. Anyone can come up with the obvious ideas. If the obvi-
    ous ideas worked, the team would not be experiencing the problem that results in
    the brainstorm session in the first place! Even if the ideas presented are ridiculous,
    maybe a kernel of that idea will inspire some other better and more feasible idea.
•• NO CRITICISM. Not only do people self-censor, but when we hear ideas, our critical
    evaluation centers go active and we try to evaluate why the idea will not work. In
    corporate environments, there is often a political motive to stamp out competing
    ideas to develop one’s own standing. This is counter to the brainstorm’s goals.
Osborn found that when these rules were followed, idea generation was more produc-
tive than in a normal meeting situation.
4   Osborn, A. (1963). Applied Imagination: Principles and Procedures of Creative Problem-Solving. (3rd rev. ed.).
    New York: Scribner.
5   Mullen, B., Johnson, C., & Salas, E. (1991). “Productivity Loss in Brainstorming Groups: A Meta-analytic
    Integration.” Basic and Applied Social Psychology, 12, 3–23.
26   PLAYERS MAKING DECISIONS
                   Researchers took a look at what was holding back group brainstorming and came up
                   with some reasons for the discrepancy:6
                   •• EVALUATION APPREHENSION. Anyone with any sort of social anxiety understands this
                       at heart. One of the rules of brainstorming is that quality does not matter. Yet in the
                       corporate environment, workers are constantly being judged on the quality of their
                       work. As a result many, even subconsciously, hold back and “test the waters” to see
                       what kind of ideas are being received appropriately. They then use that as a guide for
                       the risk level of other ideas, essentially turning off the “wild idea” center for fear of
                       being judged. Simple body language cues such as frowns or raised eyebrows can
                       turn us off and make us feel uncomfortable about delivering ideas.
                   •• SOCIAL LOAFING. If you have ever ridden a tandem bike, the person in front can pedal,
                       steer, and brake. The person in back can only pedal and pray. When you go up hills,
                       you can split the work and pedal equally hard, or the person in the back can enjoy
                       the breeze and let the person in the front do all the work. If your feet are moving
                       around the pedals but not pushing, to any outside observer, it looks like you are
                       working just as hard. This is the concept of social loafing. In a brainstorm, you’ll usu-
                       ally find that a couple of people will provide the lion’s share of ideas. Sometimes
                       these are Type-A personalities who compulsively dominate every meeting.
                       Sometimes these are just naturally prolific idea generators. In practice, everyone
                       else in the meeting sits back and lets these people take the helm. Maybe they don’t
                       want to break the flow of ideas. Maybe they just want to be polite. In any case, they
                       reduce the output ideas by not pedaling as hard as other members. Interestingly,
                       when researchers conducted exit interviews in studies of social loafing, the loafers
                       compared themselves to the least producing member of the group, in effect saying:
                       “Well, I didn’t do the least” or “I did almost as much as that guy” rather than compar-
                       ing themselves to the highest producers of the group.7
                   •• PRODUCTION BLOCKING. This is an unfortunate side effect of the human attention
                       span. When you sit in a room with others and generate ideas, you have to wait for
                       everyone else in the room to be silent before you can chime in and have your ideas
                       heard. This pause is, in essence, limiting individuals from contributing as much as
                       they could. In a brainstorm with only one individual, ideas are recorded as fast as
                       they are generated; there is no pause.
                   6   Diehl, M., & Stroebe, W. (1987). “Productivity Loss in Brainstorming Groups: Toward the Solution of a
                       Riddle.” Journal of Personality and Social Psychology, 53(3), 497.
                   7   Paulus, P. B., & Dzindolet, M. T. (1993). “Social Influence Processes in Group Brainstorming.” Journal of
                       Personality and Social Psychology, 64(4), 575.
                                                                                       Problem Statements   27
Summary
•• By being explicit about the design problem your game aims to solve, you can focus
   early design and development toward achieving a specific goal.
•• The first answer you think of to a problem is likely a simple solution, but it isn’t often
   the best. Use brainstorming techniques to power past the low-hanging fruit.
•• Functional fixedness causes us to only solve problems in traditional ways, whereas
   better or more original solutions may be possible.
•• The focus of brainstorming is on the quantity of ideas. By using brainstorming rules,
   you can avoid editing that limits connection-building between ideas.
•• Individual brainstorming may be more effective than group brainstorming.
     3   Development Structures
                Adding manpower to a late software project makes it later.
                      —BROOKS’ LAW
28
                                                                                             Development Structures  29
Production Methodologies
Even though these models were developed with software in mind, they work for many
complex creative endeavors. There are many different formulations of the software
development life cycle because the needs for various projects and industries differ.
However, most break down into one of two general types: waterfall and iterative.
Waterfall
The simplest software development model is the waterfall method (FIGURE 3.1). Even                            NOTE A better al-
                                                                                                             lusion might have been
though it is generally cited as a poor way to organize your software project, the water-
                                                                                                             to black holes, but that
fall method’s simplicity and predictability, and the fact that many publishers draw up                       term was not used until
their contracts based on this model, lead many studios to still employ this method. The                      the mid-1960s. It’s also
                                                                                                             much more cynical.
waterfall method was first mentioned in the 1950s1 and takes its name from a waterfall
in that it is nature’s one-way street: Water flows down, never up.
                                                                                                             FIGURE 3.1
      Ideation                                                                                               The waterfall method
                                                                                                             organizes steps of
                                                                                                             production that flow
                         Specification                                                                       in only one direction.
Production
Test
Release
The waterfall method starts with ideation, which is, literally, the generation of ideas.
This is where the brainstorming, concept art, and sometimes prototyping come together
and the team gets an idea of what they are about to build.
In specification, the team gets down to the specifics of what they will build. Designers
write game design documents (GDDs), engineers write technical design documents
(TDDs), and artists start creating base assets or media design documents (MDDs). These
first two steps together (ideation and specification) are generally known as preproduction.
1   Bennington, H. D. (1956, June). “Production of Large Computer Systems.” In proceedings during the
    Symposium on Advanced Programming Methods for Digital Computers at the Office of Naval Research (ONR).
30 PLAYERS MAKING DECISIONS
                         Next, the team enters what is usually the longest phase: production. In this phase, the
                         team actually constructs what they laid out in their design documentation. As already
                         mentioned, the key aspect of the waterfall method is that work flows only in one direc-
                         tion. This means that, at this point, the team is strictly making what is on the design
                         documents and is not revising and changing the requirements to adapt to new issues.
                         Production generally splits into self-contained milestones where individual features are
                         completed and then are not touched again. This allows the team to schedule with a
                         great amount of specificity.
                         The last two steps can require a high percentage of the total work of the project. In test,
                         the team works together to eliminate any bugs and rough edges generated during pro-
                         duction. This can be laborious since the nature of the waterfall method does not allow
                         the team to go back and make changes that may result in fewer bugs and technical
                         challenges. When the system is sufficiently bug free, the product is released and the
                         team starts over with a new project.
                         Alpha, beta, and gold are terms for sections of the test phase. Alpha is the state of the
                         project when all the features have been completed and the testing stage begins. Beta is
                         the state when the bug count has been reduced to acceptably small levels, but bugs are
                         still incoming. Gold is when the publisher or team decides the game is sufficiently bug
                         free and sends it to the manufacturer (or releases it to partners) to be printed and/or dis-
                         tributed. These terms can vary from place to place. For instance, Google likes to label its
                         products as beta long after they have been released.
                         In FIGURE 3.2 , the number of bugs in the project increases until the features are all com-
                         plete. In alpha, the team tackles the bugs, decreasing the number (while some bugs are
                         still being added as mistakes are made). In beta, the team still bounces above zero bugs
                         as new bugs are added and tackled.
FIGURE 3.2
Bugs increase as
features are imple-
mented and decrease
as features lock and
the team sets their
priority to bug elimi-
nation. However,
new bugs are con-
stantly found, and it
is tough to keep a
project at zero bugs.          Production               Alpha          Beta
                                                                                   Development Structures  31
The waterfall method is highly predictable. It can be broken down into tiny, measurable
tasks. The financiers can know exactly when the cycle will end and can plan the mas-
sive multimillion dollar ad campaign around that release date.
But the drawback is that game development projects are not straightforward and easily
predictable. Most software has an easy end state: Did my document print? Did my
source compile? Did my photo effect get applied? If yes, you are finished. Games are dif-
ferent. Games involve challenge, mystery, and learning. When you start making a game,
you have no idea if your implementation will be fun until it is made. “Fun” is an elusive
concept that is highly subjective and personal. It’s often the case where what seems like
it would be fun on paper simply is not fun in practice, or a system that you created on a
spreadsheet has a hidden dominant strategy that you missed during planning. What
happens in a waterfall software product? You must forge ahead because there is no
turning back. In games, this is deadly. Instead, we need a model where we can test
before production and throughout the process and still be able to return to earlier steps.
This kind of process is known as an iterative process.
Iterative Processes
FIGURE 3.3 shows an iterative process for designing games. The game starts first with
an idea. That idea causes the team to formulate a plan. Often these plans are in the form
of design documentation like GDDs, flowcharts, and mockups.
Prototype
Evaluate
Complete
Next the team creates prototypes. A prototype is the smallest possible execution of the
idea that allows the idea to be tested in a real environment. In board games this is
incredibly easy! All a designer has to do is scribble on some paper, assemble some com-
ponents like dice or playing cards, and go at it! In digital games, this can be a little
32 PLAYERS MAKING DECISIONS
                  more difficult because sometimes the technical prerequisites need a substantial amount
                  of groundwork before useful prototyping can happen. This is why some digital game
                  creators start with paper prototypes.
                  The next step is to evaluate the prototype. Here the team figures out what the successes
                  and failures of the prototype are and uses them to formulate new ideas to restart the
                  process. Teams may complete this loop a dozen times or more. Eventually, the creators
                  either run out of time or patience and have to complete the project with the best results
                  from previous tests.
                  One of the great metaphors in Scrum literature is the story of the pigs and the chickens.
                  The story goes thus: A pig and a chicken get together and decide to open a restaurant.
                  The chicken suggests serving ham and eggs, but the pig balks. He says that the chicken
                  is only involved, but he, the pig, would be committed. The fable is a parallel to the two
                  types of people involved in a project. Chickens are involved in the project and provide
                  input or consultation, but ultimately it is the pigs that need to make the big decisions
                  because they are the ones fully committed. Respecting the role of the pigs puts the
                  power of the project in the hands of those most instrumental to its success or failure.
                  This iterative design method allows creators to maximize time testing of their ideas.
                  Remember that this is important because you do not know what will be fun or balanced
                  until you see how real, unpredictable players actually interact with it. Many designers resist
                  this model because it forces them to constantly change their ideas. They want to see a fully
                  formed idea go untouched from brain to product. Unfortunately, quite often those products
                  are of inferior quality to ones that were thoroughly tested. Who knows? You may get lucky
                  and get it right on the first try, but do you really want to bet a studio’s future on it?
                  Intuitively agile methods seem to be the way to go, and they anecdotally seem to pro-
                  vide for more organized projects that dovetail with best results. That said, the Game
                  Outcomes Project studied what factors most contributed to the success of game soft-
                  ware projects and found only a small effect (if any) on outcomes with regards to
                  project methodology.2
                  2   Tozour, P. (2014, December 16). “The Game Outcomes Project, Part 1: The Best and the Rest,” Gamasutra:
                      Paul Tozour’s Blog. Retrieved April 7, 2015, from www.gamasutra.com/blogs/PaulTozour/20141216/232023/
                      The_Game_Outcomes_Project_Part_1_The_Best_and_the_Rest.php.
                                                                                      Development Structures  33
Test
Implement
Design
Gather Requirements
Projects start at the bottom of the pyramid. First, they must gather requirements. For a
board game, this can be as simple as making a list of the features desired and the audi-
ence expectations. For a complex software project, requirements gathering can be a
long undertaking. In any project, it must include research that supports understanding
the needs the project is trying to solve, understanding the competitors in the industry,
and understanding how similar projects tackle similar goals. If you have a broad under-
standing of what techniques are used in the industry, this step can be easier.
Next, the project climbs up the pyramid to design. To naive designers, this is where they
start and finish. However, for all projects, this is only part of the designer’s role. In this
phase, the team or designer takes the requirements from the previous phase and trans-
lates them into a full set of instructions of what the project will be. In digital games, this
can be broken down into game design, technical design, and media design documents
(among others). In analog games, this usually starts as a draft of the rules and content.
The third phase often takes the longest and is often confused with being the final phase.
To implement, the creators put together whatever is needed to make the game playable
and complete to the requirements. In digital games, this involves scripting and coding
the game, making and placing the art and animations, and tuning and tweaking the
aspects of the game that make systems work together. In analog games, this involves
creating the materials for the game. This often involves printing and cutting game
boards and cards.
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