Category Archives: Game Design
Finding The Fun In Your Game
When I first started designing games over thirty-five years ago, my main motivation was to explore topics that I enjoyed and take on the challenge of presenting those topics as an interactive experience. If the player had as much fun playing my game as I did making it, well, that was just the cherry on top of the experience. However, as I matured as game industry professional and began to appreciate my responsibilities as a make of products that consumers spent their hard-earned money one, I realized that my responsibility was not to create something that would be fun for myself but rather to be an advocate for the player.
There’s a great analogy that, if I’m not mistaken, was made by Tracy Fullerton of the USC Games Program. In many ways, designing a game is like being the host of a party. You decide what music your friends will enjoy, what food to serve, what decorations to put up, what activities there will be. It’s your job as the host to get everything ready, and when it’s time for the party, ensure that all of your guests are having a good time.
Novice game designers will often start designing a game by planning out the game’s rules and mechanics or developing the game’s story, but current design thinking is that designers should start out by defining what type of experience they want their players to have. Should it be a realistic experience or should it be fantasy-based. Should the action happen very quickly or do I want players to take their time an explore? Should the challenges be easy enough that anyone can win my game with little effort, or should they be difficult even for hardcore players?
Of course, everyone has different tastes for what makes for a good time, and we all find different things to be fun. Even in games. Game designers use the term “play value” for the reasons why a player plays a particular game. Unfortunately, many players can’t explain well why they like to play a particular game, beyond simply saying, “it’s fun.” So game designers look towards behavior psychology and other models to understand why certain aspects of a game would appeal to particular players.
In 2004, game designers Robin Hunicke, Marc LeBlanc, and Robert Zubek wrote a landmark paper entitled “MDA: A Formal Approach to Game Design and Game Research” in which they divided the aesthetics (what a player feels) of games into eight categories:
- Sensation: Game as sense-pleasure.
- Fantasy: Game as make-believe.
- Narrative: Game as unfolding story.
- Challenge: Game as obstacle course.
- Fellowship: Game as social framework.
- Discovery: Game as uncharted territory.
- Expression: Game as soapbox.
- Submission: Game as mindless pastime.
Most game designers start out with designing the game’s mechanics, which when the player interacts with them create the game’s dynamics, leaving the player with the game’s aesthetics. However, Hunicke, et. al. recommended that designers should first start out identifying what aesthetics they want to players to experience while playing the game, and then work backwards to determine what game elements are essential for creating that experience and what their game can do in particular to capture that experience.
In 2012, Ubisoft Creative Director Jason VandenBergh presented a talk at the annual Game Developers Conference called “The Five Domains of Play”. Drawing from the latest thinking in behavioral psychology, he outlined five basic dimensions of a game that appeal to primary human motivations:
- Novelty: The dimension that distinguishes imaginative experiences from repeating, conventional ones. Novelty can be conveyed through either the game’s theme (art and story) or mechanics (such as the degree of randomness used).
- Challenge: How much effort or self-control the player is expected to use. The degree of challenge in a game is determined by the game’s mechanics, resources, opponents, and objectives.
- Simulation: The emotional element and social engagement of play, such as whether a game is slow-paced or fast-paced, or whether the game is more of a passive experience or an exciting one. The degree of stimulation is provided by the game’s player format, objectives and mechanics.
- Harmony: This dimension reflects how the player interacts with other players or the game environment, such as whether the game is about cooperation or competition, building things or creating things. Harmony is determined by the player format and goals.
- Threat: This dimension reflects the game’s capacity to trigger negative emotions in the layer, such as the risk of loss or humiliation. Player format, objectives and the environment (cheerful vs. gloomy) can be used to determine the degree of threat.
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When creating the Boy Scouts’ Game Design Merit Badge, we drew upon VandenBerghe’s ideas to teach scouts about how to go about targeting the type of player experience they were trying to achieve through their game.
Once a game designer targets the type of fun they want players to have in their game, then they must draw upon their experience and craft to put together the right mechanics and dramatic elements to create that experience.
However, even the most experienced and successful game designers can be very wrong when making predications about what makes their game fun. The only way to find where the fun in your game actually is (or isn’t) is to observe people as they playtest it. Professional game designers will put together prototypes of their games as soon as they have something that’s playable, invite people matching the profile of their intended customer to play it, and take note of what interests or frustrates them. Playtesters are the game designers guide to where the fun in their game is (or needs to be).
After collecting data from the playtesting session through surveys, interviews, or even recordings of the players’ actions, the game designer needs to determine what might have caused any discrepancies between the intended experience and the actual experience. Then the game designer makes changes, has a new prototype created, and the game is tested again and again until, hopefully, the fun emerges before the time and budget for developing the game runs out.
Real-Life Escape Rooms
Not all of my game design experience has been confined to video games. Last year I was contracted to design some scenarios and puzzles for a real-life Escape Room. What’s an Escape Room, you ask? An Escape Room is kind of a physical adventure game in which people are locked in a room with other participants and have to use elements of the room to solve a series of puzzles, find clues, and escape the room within a set time limit.
I”ve participated in a couple of Escape Rooms when doing research for my client. One Escape Room was a very story-oriented one in Los Angeles in which the scenario was that we were a team investigating what happened to members of a scientific lab. We had to figure out how to turn on the power to the room, so that we could activate the computers and lab equipment, which provided further clues about what to do next to solve the mystery.
I’ve also participated in two Escape Room scenarios in San Francisco. One of these had a bit of a story, and the other one was strictly about the puzzles.
In each of these, people made reservations with the company running the escape room to play at a particular time. I was one of 4 participants in the LA game, and one of 10-12 participants in the SF game.
In each game, we were lead into a room containing furniture and props. Some of the puzzles were implicit — we had to figure out how to turn on a power supply or open a door by figuring out the combination. Others were explicitly — we found a set of instructions telling us what to do. Some of the puzzles involved solving riddles, putting items in the correct order, finding a set of objects hidden in the room, solving math or logic puzzles. Each room had one or more “main” puzzles (such as a crossword or order puzzle) that required information from the individual puzzles.
Eventually, all of the puzzles, if you are successful, leads to the finding of a key for opening the door, or solving a mystery that will cause the host to open the door for you. You must solve the final puzzle in a series of puzzles within a time limit (one hour) in order to win the game. In the San Francisco rooms, we were given the statistics that only about 1% of players actually “escape” form the rooms.
Players receive very few instructions for playing the Escape rooms. People run around looking for puzzles to solve and then solve them, often in groups of 2 or 3. Often a leader will emerge in the group who will coordinate things. There was always a silent host or video camera keeping an eye on us to make sure we didn’t break anything.
Everyone reported they had a good time in each of my experiences. It’s great for people who like puzzles, and a novel social activity.
As for the Escape Room I worked on, I never found out what happened with it once I completed my work. Probably, like other start-ups, it was never able to escape past the first few puzzles of the conceptualization stage.


