Questions tagged [game-design]

Game Design is the process of deciding the rules and mechanics of a game, and solving balancing problems to achieve the intended play experience. For questions about design of software code, use the Software Engineering or Algorithm tags instead. Likewise, questions about visual design should use Art or Graphics tags.

A game's design is the set of rules, mechanics, and player feedback that determine how it plays and feels. This design is what makes, for example, the gameplay of Tetris so recognizable, even when comparing any of its dozens of incarnations with different code, art, and music.

Game design is the process of deciding what these mechanics should be, in order to support a particular kind of play. As Katie Salen & Eric Zimmerman define it in Rules of Play, "The game designer only indirectly designs the player's experience, by directly designing the rules"

For examples of the kinds of game decisions that fall under game design, see Liz England's The Door Problem, which contrasts common design considerations with those of other specialties in game development.

An effective GameDev.StackExchange game design question should focus on specific design goals to achieve.

Be sure to hit on these four points:

  1. Establish the context of your game - what is the genre, platform, intended audience, etc.? A suitable design for Peggle is not necessarily a suitable design for Dark Souls, and vice versa.

  2. Explain the feature whose design you're working on. How does it work currently? What is the player experience like?

  3. Define a specific goal or desired outcome - what should this feature accomplish when the rules, balance, and feedback are tuned just right? What are signs that we've done the design well?

    • This might include demonstrating a problem with your current scheme that you want to solve: an unfinished gap, edge case, exploit, or a player experience that strays from what you want to create.
  4. Ask for a strategy to adjust your game's rules, balance, and feedback to reach your desired outcome.

To keep game design questions from straying too broad or opinion-based, it's important to be very clear about your constraints and end goals. "Creating something without any outcome in mind is not design but experimentation" as Vili Lehdonvirta and Edward Castronova put it. A solid problem definition helps your peers identify which possible answers would be high-quality solutions according to those criteria.

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How to prevent the "Too awesome to use" syndrome?

When you give the player a rare but powerful item which can only be used once but is never really required to proceed, most players will not use it at all, because they are waiting for the perfect moment. But even when this moment comes, they will…
Philipp
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How do you prevent inflation in a virtual economy?

With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there really isn't a good way to limit the amount of new…
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How do I get players to say "no" when they are afraid of missing out on sidequests or XP?

In my RPG, I have a companion NPC who is overconfident in his abilities and lacks self-control. I wanted to create a few situations where the player needs to reign them in and tell them "no". One such situation basically boiled down to this:…
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How to avoid players getting lost in and/or bored by the meta game?

Yesterday, I noticed something that I had never noticed consciously before, but which had "ruined" more or less all games that I have ever played: The longer you play a game, the more you get lost in and bored by the meta game. What I mean is that…
gexicide
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What are "affordances" in game design?

I keep hearing the word "affordance" in terms of game design, most recently in the movie Indie Game: Life After . I also vaguely remember it from a UX class in undergrad. But I have no idea what it means. What is an affordance in the context of game…
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How to develop RPG Damage Formulas?

I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this…
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Is it unethical to make a game AI that is secretly non-competitive?

In several games the AI is designed to give the player an easy time without their knowledge. This can be having a 0% chance to hit the first time you appear, enemy letting you sneak up on them by not turning around, or the lowering of difficulty…
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How to deal with "Scrooge McDucks" in my fixed-currency-amount game?

I'm currently working on a very small scale MMO game planned to support approximately hundred players per server, but we're having trouble with our economical model. For various reasons we have decided to go with a fixed-currency-amount system;…
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What makes a computer opponent feel alive?

Are there any recommended blogs or whitepapers that talk about making the AI in an RPG game feel more real? (Specifically in turn based combat.) I know something must be out there, but I am only finding papers that talk about algorithms behind the…
user159
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What are the advantages of putting cheat codes into a game?

Some games have cheat codes in them, but I'm not sure I want to add some to mine because I fear they'll ruin the game by making it too easy to beat. What would be the advantages of putting cheat codes into my game?
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How to deal with (bad?) player suggestions

Every game which builds a community while still being in active development will soon be confronted with players who post suggestions for new features on its forum. Most of these suggestions, however: Go into a completely different direction than…
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Why do loot drops contain (mostly) useless items?

I was thinking about this and couldn't figure this out. In Diablo you kill enemies and they drop random things. But usually the drops are worthless to you relative to what you already have equipped. Why bother building a drop system that gives you…
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Good game design books?

I have some experience in creating, however I like to have some well written reference material to help me produce better products. Are there any game design books that are not aimed at a particular programming language?
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Why do most 2D platformers start off in the left and progress in the right direction?

In almost all 2D platformers I've played, your avatar always starts off on the left side of the world, and continues on to the right. Is there something designers gain by doing this?
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What is an optimum failure rate that will keep people coming back to my game?

I'm guessing some research has been done into this but I can't find much information. The question might be a bit too vague in itself as it depends on so many other factors. I'm developing a puzzle game that I want to be challenging, but not so…
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