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 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…
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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 the purpose of having lives?

I think in game design it is incredibly important to ask the question why about everything, especially something that has become so standard as lives. So I am asking, what is the purpose of a game having the concept of lives? Why have lives?
Jeff
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How do you come up with ideas for new games?

What is the best way in your opinion to find new ideas for games? I want to invent something really new (like Gish, World of Goo, Crayon Physics etc), but I'm having problems coming up with new, creative ideas.
ajanba
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Why are character-classes used in game design?

We had a long discussion in my company about character-classes. We are building a skill based game where you will eventually need to select 8 to enter a battle. I am a fan of classless systems, I have always felt that they are created to extend your…
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1% idea, 99% execution?

I keep reading in the game development community that the idea of a game is 1% and the execution of the game is 99%. Do you believe that to be true? Not necessary in those percentages.. I always thought that a great idea is invaluable and it makes a…
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Why do games have hats?

I noticed that a lot of games tend to have hats. I was wondering why? Is it some sort of tradition to add hats to your games? What makes this trend so popular in game development?
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If I design a game that has both guns and melee weapons, how do I make them equally viable?

I have a plan to make a 2D action platformer game, and I've started prototyping a bit in Godot 2D. My intention was to make the character fight with both guns and melee weapons, with gunplay like the Metal Slug series and melee mechanics akin to…
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What can make a peaceful game successful?

Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make a peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like a game for more than…
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How to break the feeling of busywork in a game

I don't know if this topic has been explored before but in a handful of games I've played there comes a point where trying to explore everything, doing sidequests, or even trying to get gear starts feeling like busywork. That sort of feeling makes…
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Persistent elements of offline players interacting with online players

For a long time I was thinking about a quite abstract game design problem, to which I didn't see a good solution yet. In abstract: How can a player have owned bases, units and infrastructure in a persistent multiplayer world, which can be interacted…
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What is an alternative to scratch damage to solve combat deadlocking?

Scratch damage is a game mechanic whereby any successful attack always does some minimal amount of damage. This is often used in subtractive combat systems, where the defense is subtracted directly from the damage done by an attacker. Therefore, the…
Nicol Bolas
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what is the best way to eliminate grinding in games?

This is a very persistent question in game design, especially in games where you need to hold/retain players like MMO or social games. (On a side note grinding can easily calculated so its easy tool for engagement and timed progression). The…
Wight
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Do I have to explain the mechanical superiority of the player-character within the fiction of the game?

For quite a while I wonder how to formulate this concept, which seems to be common, yet barely addressed within games. It is about the concept of player controlled characters (PC) being consistently superior to generic non-player controlled…
Battle
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How can I make space recognizable and easy to orient in?

I'm thinking about making a game set in space, that would feature very large, procedurally-generated game world (many stars, planets and what have you). However, I foresee a big problem: cosmic space is mostly featureless. It's almost the same…
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