Contents
The 13 Basic Principles of Gameplay Design
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [49]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  The 13 Basic Principles of Gameplay Design
by Matt Allmer
12 comments
Share RSS
 
 
February 27, 2009 Article Start Previous Page 2 of 4 Next
 

Direction

The first three principles have to do with leading and directing the player's experience. Even though this medium is heavily based on personal, interactive discovery, it is still an artistic medium.

Do not underestimate the importance of artistic direction. Just as a painting leads the eye, a book leads the imagery, a film leads the narrative, so too must a game lead the interactivity.

Advertisement

1. Focal Point

Never allow the player to guess what they should focus on. At the same time, always allow secondary subject matter, but it is the designer's job to clearly provide the primary focus at all times. This applies to both visual and visceral aspects of gameplay.

Level design example
Creating clear, apparent lines of sight.

System design example
Clearly defined plot points and objectives during game progression/user experience.

2. Anticipation

Time is needed to inform the player that something is about to happen. Always factor in Anticipation when designing and implementing events and behaviors.

Level design example
A train sound effect occurs before player sees train.

System design example
An energy charge builds before the lightning attack occurs.

3. Announce Change

Communicate all changes to the player. This short step occurs between Anticipation and the event itself.

The important part to remember is maintaining a hierarchy of notable changes.

A good rule of thumb is degree of rarity. If a change occurs a hundred times in an hour, the announcement may not be required. However, if the change occurs five times throughout the entire game experience, a number of visual cues could be needed.

This principle is so obvious, it can be taken for granted and sometimes overlooked. Be diligent in knowing what changes the player should be aware of at the correct time and on the correct event.

Level design example
"Cast-off" animations trigger for NPCs when the player's character boards the ship.

System design example
An on-screen notification occurs when quest criteria have been completed (i.e. "Slay 10 goblins for Farmer Bob")

Behavior

These next four principles address the very important aspect of behavior. This tackles the player's expectations, both conscious and unconscious. This is where common design theories are addressed such as player choice, reward and payoff, etc. These principles are also broader, so they can be applied to additional types of design like UI and story...

4. Believable Events and Behavior

Every event or behavior must occur according to the logic and expectations of the player. Every action, reaction, results, emotion and conveyance must satisfy the players' subconscious acceptance test.

Level design example
Place destructible objects near an explosive object. This way, the explosion looks more believable.

System design example
Weaker enemies run away when the advantage shifts in the player's favor.

UI example
HUD elements are affected when player's mech is near death.

Story example
Villagers are more upbeat and react positively after the player has slain the dragon.

 
Article Start Previous Page 2 of 4 Next
 
Comments

Ted Brown
profile image
This is great! Like you hinted at in the introduction, each of these points deserves its own study, but I've never encountered such a holistic, complete list before. Thanks!

Nicholas Bellerophon
profile image
Thanks for this! Looking at design from general principles is always refreshing. It has given me lots of ideas already.

I would hesitate to attempt to 'complete' the list though. Inherently, one cannot take a perspective upon an art form, extract principles, and expect all bases to be covered. If anything, I would suggest the author ask each of his readers for their own lists. I think that might prove an enlightening study.

That said, all of the points in this list are insightful, fundamental, and applicable. Thank you for helping me up my game :)

Bill Redd
profile image
This is extremely helpful, certainly a guideline that should be applied by all gameplay and level designers.

Under Behavior, the only thing I can think of to add is the phrase, “the greater the risk the greater the reward” or “Risk and Reward Expectations”. Or perhaps on broader terms just "Expectations".

For instance, when given multiple paths to an objective, if the player chooses to traverse the obviously more treacherous path or solve the very difficult optional puzzle, don’t reward him with a standard ammo or health pack. Instead give him a new device, weapon or power-up not necessarily integral to completing the game or level, but a temporary advantage for his extra efforts.

This is common to many games, one example is the old Doom levels, where they cleverly placed power-ups where you could see them, but you had to figure out how to obtain them and deal with the enemies guarding it, or you could just keep on going and blast your way out without the object. Either way the player made the choice and got what he expected and was happy.

Thanks for sharing this with us. I really appreciate your time and efforts on this very informative article.

Lorenzo Wang
profile image
Great article Matt!

I love the idea that given there is no "ultimate" list of game design principles, to adopt a set of principles that works in another medium really makes us rethink and reprioritize how the principles we already know should work together.

When I look at Matt's list, it's not just a bunch of suggestions; there is a rhythm and wisdom in it that borrows from its inspiration in animation. The next step, as Nicholas suggests, is really for everyone to establish their own list, and apply it religiously as Matt did, with some adaptation and tweaking along the way. In the same way expert stock traders build a toolkit of filters and alerts, or coaches build a playbook, designers should build their own repetoire.

Ryan Wiancko
profile image
Great article Matt, thanks for putting the time into it.. If you write often it would be great to have a blog up where we can all gleam insight into your wisdom and experience

Dave Endresak
profile image
I agree that this is a good article and summary of some important design principles.

I'd like to echo Bill Redd's comments regarding unique item rewards, but I'd like to elaborate slightly. I posted about this on the Mass Effect forums, too, but players should be rewarded for exploring and doing various extra tasks. Being thorough and completionist should be rewarded in other words. However, the rewards should be unique, at least for the majority of tasks (over 50%, in my view). Using randomly generated, levelled loot lists is simpler, but it makes the player feel that there's no real reason to explore or do any additional activity beyond the straightforward approach through the game. If rewards are unremarkable, the tasks are unremarkable and repetitive.

Another way to do this is to offer a reward of an item or ability earlier than the player would receive it if they only followed the straightforward approach. Mr. Redd used Doom as an example, so I'll use Doom 3 as an example. Doom 3 occasionally offered more powerful weapons in out of the way locations earlier than they normally appeared. This approach, like unique items, abilities, etc, offers the player rewards for exploring and thoroughness and leaves the choice of whether or not to acquire such a reward up to the player rather than the developer. It offers genuine purpose and strategic planning for player exploration and accomplishment of various tasks.

Matthew Oztalay
profile image
@ Dave

I seem to recall Deus Ex doing what you spoke about in your second paragraph very well. We played through the first level in class the other day, and after we finished our playthrough, our professor showed us everything we missed, and all the things we could receive earlier had we been more thorough in our explorations.

@ Matt:
GREAT Article. I went through through the same thought process as you, with the 12 Principles in a Traditional Animation class. I'm glad someone sat down to verbalize principles for Gameplay.

Sebastien Confoulan
profile image
I think that for each point, there should be a balanced view like : "about this point, if you do A in your game player will feel B, and if you do C player will feel D".
Some comments, for each point:

1. Focal Point: what am I supposed to do? Very important one.
2. Anticipation. It's an either/or rule, you might sometimes want anticipation, otherwise you prefer to surprise the player (basic "fear" principle in horror movies). It's a way to tweak difficulty as well.
3. Annouce change = feedback: what's the consequences of my actions? What changes/moves on screen are worth noticing? Very important one. You can use it for tweaking difficulty too.
4. Believable Events and Behavior. The more you copy reality, the more things in the game will make sense, so it will be more easy to learn. Danger is: reality is sometimes limited or boring.
5. Overlapping Events and Behavior = simplicity, always good!
6. Physics: close to point 5: the closest Physics is to reality, the more it will be predictable/easy to understand. It doesn't mean it'll be easier...
7. Sound. A huge topic, deserve a whole article. Very very important!
8. Pacing. The key! it's about tuning difficulty, variety. Overcoming frustration and boredom... it's managing the "pleasure curve" of the player.
9. A lot to say about this, but as for most of these principles, it's just an axe of tuning a game. The question remains: in which way spacing can affect usability/gameplay/player's feeling?
10. So many other ways to design a game! I don't know yet.
11. Player. Every designer should think about that first, always.
12. Communication. Is this about development team work or really about the game itslef? Definition and examples are not related.
13. Appeal. I would say: graphical/sound appeal. You can buy a game for that and realizing afterwards that it's boring to play. Appeal is very powerful!

Jakob Berglund Rogert
profile image
Always interesting to see new attempts to improve or widen the theoretical flora of game design. I'm still, though, a bit confused by the use of the word gameplay.

Christian Philippe Guay
profile image
It's a both great and interesting article, Matt.
However, I think there are some other ''things'' to consider:

- Creativity/ Originality
The players already experienced tons of games before, that factor will directly affect the impact of every gameplays you will create for them. Did they play those gameplays tons of times before? A player who does play shooter games all the time shouldn't be as entertained by a new Shooter Game as a Casual Gamer would do, except if it's his only life trip.

- How does a player react to an Experience
I guess it should define step by step the order in which you may define most of the principles listed in the article.


Eric Haines
profile image
A better title for me would have been, "The 13 Basic Principles of Video Gameplay Design" (though that doesn't quite parse, but "... Videogame Gameplay Design" sounds redundant). I know it's in Gamasutra, but the current title implies that the article would be about game design as a whole in some form, including board and card games (which many Gamasutra and Game Developer design articles do discuss). The principles given show how different videogames and board games are, e.g., there's no such thing as a cut scene in a board game, which is interesting in its own right.

apoorva sao
profile image
A very interesting and excellent article for me to progress further in the designing. It made me to think in a more broad direction. Thanks a lot.


none
 
Comment:
 


Submit Comment