“I want to make a game”
A game is a system of parts that lets a player act, see the result and choose again. Its genre and device change the surface, while loops, resources, progression and balance remain underneath. The designer turns those parts into a core loop, tests the resulting experience and iterates. This view starts at a game being played on a screen and opens down to rules and measures.
Product
Game on screen
You might say: a game being played, the finished game
The finished game as a player meets it: a changing scene on a screen, with actions, rules and feedback underneath.
- Ask
- What does the player see, do and learn in the next minute?
What to look for
- Changing scene on a screen
- Actions followed by feedback
Parts
- Presentation: The visible game state and its signs—scene, controls, HUD and feedback—are what the player perceives while acting.
- Player actions: The player chooses inputs and commits actions that change the game state.
- Parts list: A parts list names the entities, resources, values and rules that make the game system concrete, then records the attributes and behaviours that distinguish them.
- Core gameplay loop: The core loop is a repeatable chain in which the player reads a state, chooses an action, sees the system's result and updates their mental model before acting again.
- System dynamics: System dynamics are interacting loops of resources and rules—sources, drains, converters, traders and feedback—that shape play over time.
- Progression: Progression changes what the player can do, understand or afford as play continues.
- Balance: Balance is the relationship between options, costs, benefits, counters and the challenge the player can reasonably meet.
- Level design: Level design plans and builds the playable spaces where a game's rules become movement, navigation and encounters.
- Player experience: Player experience is what a target player perceives, understands, feels and does while interacting with the game, shaped by mechanics, dynamics, information, pacing and presentation.
- Designer loop: The designer's loop sets an intended experience, puts a playable version in front of people, observes the gap and iterates.
Catalogue: Device
- Phone: A small touch screen held close to the player.
- Monitor: A desk display with a wide view for close play.
- TV: A large shared display viewed from across a room.
- Handheld: A self-contained screen with controls on either side.
Catalogue: Genre
- Strategy: Mid-play shows a map, positions and resources that invite a plan.
- Platformer: Mid-play shows a character jumping between platforms towards a goal.
- RPG: Mid-play shows a character, an opponent, choices and a status panel.
- Puzzle: Mid-play shows a bounded board, a pattern and the next deliberate move.
Sources
- Scott Rogers, Level Up! The Guide to Great Video Game Design, ch. 1, p. 9
A video game is a game that is played on a video screen.
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Every part
- Game on screen
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