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Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of
gamification Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished thro ...
. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following: *
Gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pl ...
, which is the interaction between the player and the mechanics and systems *
Mechanics Mechanics (from Ancient Greek: μηχανική, ''mēkhanikḗ'', "of machines") is the area of mathematics and physics concerned with the relationships between force, matter, and motion among physical objects. Forces applied to object ...
and systems, which are the rules and objects in the game * Player experience, which is how users feel when they're playing the game Games such as
board game Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a co ...
s,
card game A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card ga ...
s,
dice game Dice games are games that use or incorporate one or more dice as their sole or central component, usually as a random device. The following are games which largely, if not entirely, depend on dice: Collectible dice games Patterned after the su ...
s, casino games, role-playing games,
sport Sport pertains to any form of competitive physical activity or game that aims to use, maintain, or improve physical ability and skills while providing enjoyment to participants and, in some cases, entertainment to spectators. Sports can, ...
s,
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedbac ...
,
war games A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to s ...
, or
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the s ...
games benefit from the principles of game design. Academically, game design is part of
game studies Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with a ...
, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired seminal research in the fields of
probability Probability is the branch of mathematics concerning numerical descriptions of how likely an event is to occur, or how likely it is that a proposition is true. The probability of an event is a number between 0 and 1, where, roughly speakin ...
,
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
, economics, and
optimization theory Mathematical optimization (alternatively spelled ''optimisation'') or mathematical programming is the selection of a best element, with regard to some criterion, from some set of available alternatives. It is generally divided into two subfi ...
. Applying game design to itself is a current research topic in
metadesign Metadesign (or meta-design) is an emerging conceptual framework aimed at defining and creating social, economic and technical infrastructures in which new forms of collaborative design can take place. It consists of a series of practical design-r ...
.


History

Sports (see
history of sports The history of sports extends back to the Ancient world. The physical activity that developed into sports had early links with ritual, warfare and entertainment. Study of the history of sport can teach lessons about social changes and about the ...
), gambling, and
board games Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a co ...
are known, respectively, to have existed for at least nine thousand, six thousand, and four thousand years.


Folk process

Tabletop games played today whose descent can be traced from ancient times include
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, go,
pachisi Pachisi (, Hindustani: əˈtʃiːsiː is a cross and circle board game that originated in Ancient India. It is described in the ancient text ''Mahabharata'' under the name of "Pasha". It is played on a board shaped like a symmetrical cross. A ...
,
backgammon Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back nearly 5,000 years to the regions of Mesopotamia and Pe ...
, mahjong,
mancala The mancala games are a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some ...
, and
pick-up sticks Pick-up sticks, pick-a-stick, jackstraws, jack straws, spillikins, spellicans, or fiddlesticks is a game of physical and mental skill in which a bundle of sticks, between 8 and 20 centimeters long, is dropped as a loose bunch onto a table to ...
. The rules of these games were not codified until early modern times and their features gradually evolved and changed over time, through the
folk process In the study of folklore, the folk process is the way folk material, especially stories, music, and other art, is transformed and re-adapted in the process of its transmission from person to person and from generation to generation. The folk pro ...
. Given this, these games are not considered to have had a designer or been the result of a design process in the modern sense. After the rise of commercial game publishing in the late 19th century, many games that had formerly evolved via folk processes became commercial properties, often with custom scoring pads or preprepared material. For example, the similar public domain games
Generala Generala is a dice game similar to the English game of poker dice, the German game Kniffel, and the Polish game Jacy-Tacy (yahtzee-tahtzee). The American variant of Generala, Yahtzee, is the most popular variant. Although it is sometimes played ...
,
Yacht A yacht is a sailing or power vessel used for pleasure, cruising, or racing. There is no standard definition, though the term generally applies to vessels with a cabin intended for overnight use. To be termed a , as opposed to a , such a pleasu ...
, and
Yatzy Yatzy is a dice game similar to Yacht and Yahtzee. It is related to the Latin American game Generala and the English game of poker dice. Yatzy is most popular in the Scandinavian countries and Finland. Gameplay Yatzy can be played solitair ...
led to the commercial game
Yahtzee Yahtzee is a dice game made by Milton Bradley (a company that has since been acquired and assimilated by Hasbro). It was first marketed under the name of Yahtzee by game entrepreneur Edwin S. Lowe in 1956. The game is a development of earlier ...
in the mid-1950s. Today, many commercial games, such as
Taboo A taboo or tabu is a social group's ban, prohibition, or avoidance of something (usually an utterance or behavior) based on the group's sense that it is excessively repulsive, sacred, or allowed only for certain persons.''Encyclopædia Britannica ...
,
Balderdash ''Balderdash'' is a board game variant of a classic parlor game known as ''Fictionary'' or "The Dictionary Game". It was created by Laura Robinson and Paul Toyne of Toronto, Ontario, Canada. The game was first released in 1984 under Canada Game ...
,
Pictionary ''Pictionary'' (, ) is a charades-inspired word-guessing game invented by Robert Angel with graphic design by Gary Everson and first published in 1985 by Angel Games Inc. Angel Games licensed Pictionary to Western Publishing. Hasbro purchase ...
, or
Time's Up! Time's Up! Environmental Organization was founded in 1987 to help educate New Yorkers about environmental awareness. One of its main focuses is to promote non-polluting transportation, by advocating bicycling. Time's Up! helped found New York C ...
, are descended from traditional
parlour games A parlour or parlor game is a group game played indoors using speech (from French Parler). They were often played in a parlour. These games were extremely popular among the upper and middle classes in the United Kingdom and in the United States ...
. Adapting traditional games to become commercial properties is an example of game design. Similarly, many sports, such as soccer and
baseball Baseball is a bat-and-ball sport played between two teams of nine players each, taking turns batting and fielding. The game occurs over the course of several plays, with each play generally beginning when a player on the fielding t ...
, are the result of folk processes, while others were designed, such as
basketball Basketball is a team sport in which two teams, most commonly of five players each, opposing one another on a rectangular court, compete with the primary objective of shooting a basketball (approximately in diameter) through the defender's h ...
, invented in 1891 by
James Naismith James Naismith (; November 6, 1861November 28, 1939) was a Canadian-American physical educator, physician, Christian chaplain, and sports coach, best known as the inventor of the game of basketball. After moving to the United States, he wrote ...
.


New media

Technological advances have provided new media for games throughout history. The printing press allowed packs of
playing cards A playing card is a piece of specially prepared card stock, heavy paper, thin cardboard, plastic-coated paper, cotton-paper blend, or thin plastic that is marked with distinguishing motifs. Often the front (face) and back of each card has a f ...
, adapted from Mahjong tiles, to be mass-produced, leading to many new
card games A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card ...
. Accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize
wargaming A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to s ...
. Cheap bookbinding (printed labels wrapped around cardboard) led to mass-produced
board games Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a co ...
with custom boards. Inexpensive (hollow) lead figurine casting contributed to the development of
miniature wargaming Miniature wargaming is a form of wargaming in which military units are represented by miniature physical models on a model battlefield. The use of physical models to represent military units is in contrast to other tabletop wargames that use ...
. Cheap custom dice led to poker dice.
Flying disc A frisbee (pronounced ), also called a flying disc or simply a disc, is a gliding toy or sporting item that is generally made of injection-molded plastic and roughly in diameter with a pronounced lip. It is used recreationally and competitiv ...
s led to disc golf and
Ultimate Ultimate or Ultimates may refer to: Arts, entertainment, and media Music Albums * ''Ultimate'' (Jolin Tsai album) * ''Ultimate'' (Pet Shop Boys album) *''Ultimate!'', an album by The Yardbirds *''The Ultimate (Bryan Adams Album)'', a compilatio ...
.
Personal computers A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or tec ...
contributed to the popularity of computer games, leading to the wide availability of video game consoles and
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedbac ...
.
Smart phones A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which ...
have led to a proliferation of
mobile games A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone ( feature phone or smartphone), tablet, PDA to ...
. The first games in a new medium are frequently adaptations of older games.
Pong ''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan Al ...
, one of the first widely disseminated video games, adapted
table tennis Table tennis, also known as ping-pong and whiff-whaff, is a sport in which two or four players hit a lightweight ball, also known as the ping-pong ball, back and forth across a table using small solid rackets. It takes place on a hard table div ...
. Later games will often exploit the distinctive properties of a new medium. Adapting older games and creating original games for new media are both examples of game design.


Theory

Game studies or gaming theory is a discipline that deals with the critical study of games, game design, players, and their role in society and culture. Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and
anthropology Anthropology is the scientific study of humanity, concerned with human behavior, human biology, cultures, societies, and linguistics, in both the present and past, including past human species. Social anthropology studies patterns of be ...
. As the video game revolution took off in the early 1980s, so did academic interest in games, resulting in a field that draws on diverse methodologies and schools of thought. These influences may be characterized broadly in three ways: the social science approach, the humanities approach, and the industry and engineering approach. Broadly speaking, the social scientific approach has concerned itself with the question of "What do games do to people?" Using tools and methods such as surveys, controlled laboratory experiments, and ethnography researchers have investigated both the positive and negative impacts that playing games could have on people. More sociologically informed research has sought to move away from simplistic ideas of gaming as either 'negative' or 'positive', but rather seeking to understand its role and location in the complexities of everyday life. In general terms, the humanities approach has concerned itself with the question of "What meanings are made through games?" Using tools and methods such as interviews, ethnographies, and participant observation, researchers have investigated the various roles that videogames play in people's lives and activities together with the meaning they assign to their experiences. From an industry perspective, a lot of game studies research can be seen as the academic response to the videogame industry's questions regarding the products it creates and sells. The main question this approach deals with can be summarized as "How can we create better games?" with the accompanying "What makes a game good?" "Good" can be taken to mean many different things, including providing an entertaining and engaging experience, being easy to learn and play, and being innovative, and having novel experiences. Different approaches to studying this problem have included looking at describing how to design games and extracting guidelines and rules of thumb for making better games


Strategic decision making

Game theory is a study of strategic decision making. Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers". An alternative term suggested "as a more descriptive name for the discipline" is ''interactive
decision theory Decision theory (or the theory of choice; not to be confused with choice theory) is a branch of applied probability theory concerned with the theory of making decisions based on assigning probabilities to various factors and assigning numerical ...
''. The subject first addressed
zero-sum game Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is e ...
s, such that one person's gains exactly equal net losses of the other participant or participants. Today, however, game theory applies to a wide range of behavioral relations, and has developed into an
umbrella term In linguistics, semantics, general semantics, and ontologies, hyponymy () is a semantic relation between a hyponym denoting a subtype and a hypernym or hyperonym (sometimes called umbrella term or blanket term) denoting a supertype. In other wor ...
for the logical side of decision science. The games studied in game theory are well-defined mathematical objects. To be fully defined, a game must specify the following elements: the ''players'' of the game, the ''information'' and ''actions'' available to each player at each decision point, and the ''payoffs'' for each outcome. (Rasmusen refers to these four "essential elements" by the acronym "PAPI".)• Eric Rasmusen (2007). ''Games and Information'', 4th ed
Description
an
chapter-preview.
br />   •
David M. Kreps David Marc "Dave" Kreps (born 1950 in New York City) is a game theorist and economist and professor at the Graduate School of Business at Stanford University (since 1980). The Stanford University Department of Economics appointed Kreps the A ...
(1990). ''Game Theory and Economic Modelling''
Description.
br />   • R. Aumann and S. Hart, ed. (1992, 2002). ''Handbook of Game Theory with Economic Applications'' v. 1
ch. 3–6
and v. 3
ch. 43
A game theorist typically uses these elements, along with a
solution concept In game theory, a solution concept is a formal rule for predicting how a game will be played. These predictions are called "solutions", and describe which strategies will be adopted by players and, therefore, the result of the game. The most comm ...
of their choosing, to deduce a set of equilibrium
strategies Strategy (from Greek στρατηγία ''stratēgia'', "art of troop leader; office of general, command, generalship") is a general plan to achieve one or more long-term or overall goals under conditions of uncertainty. In the sense of the " ar ...
for each player such that, when these strategies are employed, no player can profit by unilaterally deviating from their strategy. These equilibrium strategies determine an equilibrium to the game—a stable state in which either one outcome occurs or a set of outcomes occur with known probability. .


Design elements

Games can be characterized by "what the player does" and what the player experiences. This is often referred to as
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pl ...
. Major key elements identified in this context are tools and rules that define the overall context of game.


Tools of play

Games are often classified by the components required to play them (e.g. miniatures, a ball,
card Card or The Card may refer to: * Various types of plastic cards: **By type ***Magnetic stripe card *** Chip card *** Digital card **By function ***Payment card ****Credit card **** Debit card ****EC-card ****Identity card ****European Health Insur ...
s, a board and pieces, or a computer). In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as
rugby Rugby may refer to: Sport * Rugby football in many forms: ** Rugby league: 13 players per side *** Masters Rugby League *** Mod league *** Rugby league nines *** Rugby league sevens *** Touch (sport) *** Wheelchair rugby league ** Rugby union: 1 ...
,
basketball Basketball is a team sport in which two teams, most commonly of five players each, opposing one another on a rectangular court, compete with the primary objective of shooting a basketball (approximately in diameter) through the defender's h ...
, football,
cricket Cricket is a bat-and-ball game played between two teams of eleven players on a field at the centre of which is a pitch with a wicket at each end, each comprising two bails balanced on three stumps. The batting side scores runs by str ...
,
tennis Tennis is a racket sport that is played either individually against a single opponent ( singles) or between two teams of two players each ( doubles). Each player uses a tennis racket that is strung with cord to strike a hollow rubber ball ...
, and
volleyball Volleyball is a team sport in which two teams of six players are separated by a net. Each team tries to score points by grounding a ball on the other team's court under organized rules. It has been a part of the official program of the Sum ...
. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of
playing card A playing card is a piece of specially prepared card stock, heavy paper, thin cardboard, plastic-coated paper, cotton-paper blend, or thin plastic that is marked with distinguishing motifs. Often the front (face) and back of each card has a f ...
s. Other games such as
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
may be traced primarily through the development and evolution of its game pieces. Many game tools are tokens, meant to represent other things. A token may be a pawn on a board,
play money Play money is noticeably fake bills or coins intended to be used as toy currency, especially for classroom instruction or as a marker in board games such as Monopoly, rather than currency in a legitimate exchange market. Play money coins and bi ...
, or an intangible item such as a point scored. Games such as
hide-and-seek Hide-and-seek (sometimes known as hide-and-go-seek) is a popular children's game in which at least two players (usually at least three) conceal themselves in a set environment, to be found by one or more seekers. The game is played by one chos ...
or tag do not utilise any obvious tool; rather, their interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an
auto race Auto racing (also known as car racing, motor racing, or automobile racing) is a motorsport involving the racing of automobiles for competition. Auto racing has existed since the invention of the automobile. Races of various sorts were organise ...
can be radically different depending on the track or street course, even with the same cars.


Rule development

Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable meta-rules. Rules generally determine turn order, the rights and responsibilities of the players, each player's goals, and how game components interact with each other to produce changes in a game's state. Player rights may include when they may spend resources or move tokens.


Victory conditions

Common win conditions are being first to amass a certain quota of points or tokens (as in
Settlers of Catan ''Catan'', previously known as ''The Settlers of Catan'' or simply ''Settlers'', is a multiplayer board game designed by Klaus Teuber. It was first published in 1995 in Germany by Franckh-Kosmos Verlag (Kosmos) as ''Die Siedler von Catan''. Pl ...
), having the greatest number of tokens at the end of the game (as in
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
), some relationship of one's game tokens to those of one's opponent (as in chess's checkmate), or reaching a certain point in a storyline (as in most roleplay-games).


Single or multiplayer

Most games require multiple players. Single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a single-player game is against an element of the environment, against one's own skills, against time, or against chance. This is also true of
cooperative games Cooperative game may refer to: * Cooperative board game, board games in which players work together to achieve a common goal * Cooperative game theory, in game theory, a game with competition between groups of players and the possibility of cooperat ...
, in which multiple players share a common goal and win or lose together. Many games described as "single-player" or "cooperative" could alternatively be described as puzzles or recreations, in that they do not involve strategic behavior (as defined by game theory), in which the expected reaction of an opponent to a possible move becomes a factor in choosing which move to make. Games against opponents simulated with
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
differ from other single-player games in that the algorithms used usually do incorporate strategic behavior.


Storyline and plot

Stories told in games may focus on narrative elements that can be communicated through the use of mechanics and player choice. Narrative plots in games generally have a clearly defined and simplistic structure. Mechanical choices on the part of the designer(s) often drastically affect narrative elements in the game. However, due to a lack of unified and standardized teaching and understanding of narrative elements in games, individual interpretations, methods, and terminology vary wildly. Because of this, most narrative elements in games are created unconsciously and intuitively. However, as a general rule, game narratives increase in complexity and scale as player choice or game mechanics increase in complexity and scale. One example of this is removing a players ability to directly affect the plot for a limited time. This lack of player choice necessitates an increase in mechanical complexity and could be used as a metaphor to symbolize depression that is felt by a character in the narrative.


Luck and strategy

A game's tools and rules will result in its requiring skill, strategy,
luck Luck is the phenomenon and belief that defines the experience of improbable events, especially improbably positive or negative ones. The naturalistic interpretation is that positive and negative events may happen at any time, both due to rand ...
, or a combination thereof, and are classified accordingly.
Games of skill A game of skill or game of wits is a game where the outcome is determined mainly by mental or physical skill, rather than chance. Alternatively, a game of chance is one where its outcome is strongly influenced by some randomizing device, such ...
include games of physical skill, such as
wrestling Wrestling is a series of combat sports involving grappling-type techniques such as clinch fighting, throws and takedowns, joint locks, pins and other grappling holds. Wrestling techniques have been incorporated into martial arts, combat ...
,
tug of war Tug of war (also known as tug o' war, tug war, rope war, rope pulling, or tugging war) is a sport that pits two teams against each other in a test of strength: teams pull on opposite ends of a rope, with the goal being to bring the rope a certa ...
,
hopscotch Hopscotch is a popular playground game in which players toss a small object, called a lagger, into numbered triangles or a pattern of rectangles outlined on the ground and then hop or jump through the spaces and retrieve the object. It is a ch ...
,
target shooting Shooting sports is a group of competitive and recreational sporting activities involving proficiency tests of accuracy, precision and speed in shooting — the art of using ranged weapons, mainly small arms ( firearms and airguns, in forms su ...
, and
horseshoes Horseshoe is a shoe for horses and by analogy is applied to many things with a similar shape. Horseshoes (game), a tossing game played with a horseshoe Horseshoe(s) or Horse Shoe(s) may also refer to: Places * Horseshoe Valley (disambiguation) ...
, and games of mental skill such as
checkers Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
and
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
. Games of strategy include checkers, chess, go,
arimaa Arimaa () is a two-player strategy board game that was designed to be playable with a standard chess set and difficult for computers while still being easy to learn and fun to play for humans. It was invented in 2003 by Omar Syed, an Indian-Ame ...
, and
tic-tac-toe Tic-tac-toe (American English), noughts and crosses (Commonwealth English), or Xs and Os (Canadian or Irish English) is a paper-and-pencil game for two players who take turns marking the spaces in a three-by-three grid with ''X'' or ''O''. ...
, and often require special equipment to play them.
Games of chance A game of chance is in contrast with a game of skill. It is a game whose outcome is strongly influenced by some randomizing device. Common devices used include dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from ...
include gambling games ( blackjack, mah-jongg, roulette, etc.), as well as snakes and ladders and
rock, paper, scissors Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each ...
; most require equipment such as cards or dice. Most games contain two or all three of these elements. For example,
American football American football (referred to simply as football in the United States and Canada), also known as gridiron, is a team sport played by two teams of eleven players on a rectangular field with goalposts at each end. The offense, the team wi ...
and baseball involve both physical skill and strategy while
tiddlywinks Tiddlywinks is a game played on a flat felt mat with sets of small discs called "winks", a pot, which is the target, and a collection of squidgers, which are also discs. Players use a "squidger" (nowadays made of plastic) to shoot a wink in ...
, poker, and
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
combine strategy and chance. Many card and board games combine all three; most
trick-taking game A trick-taking game is a card or tile-based game in which play of a '' hand'' centers on a series of finite rounds or units of play, called ''tricks'', which are each evaluated to determine a winner or ''taker'' of that trick. The object of such ...
s involve mental skill, strategy, and an element of chance, as do many strategic board games such as
Risk In simple terms, risk is the possibility of something bad happening. Risk involves uncertainty about the effects/implications of an activity with respect to something that humans value (such as health, well-being, wealth, property or the environm ...
,
Settlers of Catan ''Catan'', previously known as ''The Settlers of Catan'' or simply ''Settlers'', is a multiplayer board game designed by Klaus Teuber. It was first published in 1995 in Germany by Franckh-Kosmos Verlag (Kosmos) as ''Die Siedler von Catan''. Pl ...
, and
Carcassonne Carcassonne (, also , , ; ; la, Carcaso) is a French fortified city in the department of Aude, in the region of Occitanie. It is the prefecture of the department. Inhabited since the Neolithic, Carcassonne is located in the plain of the Au ...
.


Use as educational tool

By learning through play children can develop social and cognitive skills, mature emotionally, and gain the
self-confidence Confidence is a state of being clear-headed either that a hypothesis or prediction is correct or that a chosen course of action is the best or most effective. Confidence comes from a Latin word 'fidere' which means "to trust"; therefore, having ...
required to engage in new experiences and environments. Key ways that young children learn include playing, being with other people, being active, exploring and new experiences, talking to themselves, communicating with others, meeting physical and mental challenges, being shown how to do new things, practicing and repeating skills, and having fun. Play develops children's content knowledge and provides children the opportunity to develop social skills, competencies, and disposition to learn. Play-based learning is based on a Vygotskian model of
scaffolding Scaffolding, also called scaffold or staging, is a temporary structure used to support a work crew and materials to aid in the construction, maintenance and repair of buildings, bridges and all other man-made structures. Scaffolds are widely use ...
where the teacher pays attention to specific elements of the play activity and provides encouragement and feedback on children's learning.Martlew, J., Stephen, C. & Ellis, J. (2011). Play in the primary school classroom? The experience of teachers supporting children's learning through a new pedagogy. Early Years, 31(1), 71–83. When children engage in real-life and imaginary activities, play can be challenging in children's thinking. To extend the learning process, sensitive intervention can be provided with adult support when necessary during play-based learning.


Development process

Game design is part of a game's development from concept to its final form. Typically, the development process is an
iterative Iteration is the repetition of a process in order to generate a (possibly unbounded) sequence of outcomes. Each repetition of the process is a single iteration, and the outcome of each iteration is then the starting point of the next iteration. ...
process, with repeated phases of testing and revision. During revision, additional design or re-design may be needed.


Development team


Game designer

A game designer (or inventor) is the person who invents a game's concept, its central mechanisms, and its rules. Often, the game designer also invents the game's title and, if the game isn't abstract, its theme. Sometimes these activities are done by the game publisher, not the designer, or maybe dictated by a licensed property (such as when designing a game based on a film).


Game developer

A game developer is the person who fleshes out the details of a game's design, oversees its testing, and revises the game in response to player feedback. Often the game designer is also its developer, although some publishers do extensive development of games to suit their particular target audience after licensing a game from a designer. For larger games, such as
collectible card games A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategic deck building elements with features of trading cards, introduced with ''Magic: The Gathering'' in 1993. Genera ...
and most video games, a team is used and the designer and developer roles are usually split among multiple people.


Game artist

A game artist is an artist who creates art for one or more types of games. Game artists are often vital to and credited in role-playing games, collectible card games and video games.Exhibitions: The Art of Video Games
– Accessed 17 November 2012.
Many graphic elements of games are created by the designer when producing a prototype of the game, revised by the developer based on testing, and then further refined by the artist and combined with artwork as a game is prepared for publication or release. Video game artists are responsible for all of the aspects of game development that call for visual art.Gamespot UK – So You Want To Be An: Artist
– Accessed 17 November 2012.


Concept

A game concept is an idea for a game, briefly describing its core play mechanisms, who the players represent, and how they win or lose. A game concept may be "pitched" to a game publisher in a similar manner as film ideas are pitched to potential film producers. Alternatively, game publishers holding a game license to intellectual property in other media may solicit game concepts from several designers before picking one to design a game, typically paying the designer in advance against future royalties.


Design

During design, a game concept is fleshed out. Mechanisms are specified in terms of components (boards, cards, on-screen entities, etc.) and rules. The play sequence and possible player actions are defined, as well as how the game starts, ends, and what is its winning condition. In video games,
storyboards A storyboard is a graphic organizer that consists of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence. The storyboarding process, in th ...
and screen mockups may be created.


Prototype

A game prototype is a draft version of a game used for testing. Typically, creating a prototype marks the shift from game design to game development and testing. Although prototyping in regards to human-computer interaction and interaction design are both studied, the use of prototyping in game design has remained relatively unexplored. It's known that game design has clear benefits from prototyping, such as exploring new game design possibilities and technologies, the field of game design has different characteristics than other types of software industries that consider prototyping in game design in a different category and need a new perspective


Testing

Game testing is a major part of game development. During testing, players play the game and provide feedback on its gameplay, the usability of its components or screen elements, the clarity of its goals and rules, ease of learning, and enjoyment to the game developer. The developer then revises the design, its components, presentation, and rules before testing it again. Later testing may take place with
focus groups A focus group is a group interview involving a small number of demographically similar people or participants who have other common traits/experiences. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are ...
to test consumer reactions before publication. During testing, various
balance Balance or balancing may refer to: Common meanings * Balance (ability) in biomechanics * Balance (accounting) * Balance or weighing scale * Balance as in equality or equilibrium Arts and entertainment Film * ''Balance'' (1983 film), a Bulgaria ...
issues may be identified, requiring changes to the game's design. Video game testing is a
software testing Software testing is the act of examining the artifacts and the behavior of the software under test by validation and verification. Software testing can also provide an objective, independent view of the software to allow the business to apprecia ...
process for quality control of video games. Moore, Novak 2010, p. 95 Oxland 2004, p. 301-302 The primary function of game testing is the discovery and documentation of
software defect A software bug is an error, flaw or fault in the design, development, or operation of computer software that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. The process of finding and correcting bugs i ...
s (aka bugs). Interactive entertainment software testing is a highly technical field requiring
computing Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both hardware and software. Computing has scientific, ...
expertise, analytic competence, critical evaluation skills, and endurance. Oxland 2004, p. 301


Issues

Different types of games pose different game design issues.


Board games

Board game Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a co ...
design is the development of rules and presentational aspects of a board game. When a player takes part in a game, it is the player's self-subjection to the rules that create a sense of purpose for the duration of the game.Neyfakh, Leon. "Quest for fun; Sometimes the most addictive new technology comes in a simple cardboard box". ''
Boston Globe ''The Boston Globe'' is an American daily newspaper founded and based in Boston, Massachusetts. The newspaper has won a total of 27 Pulitzer Prizes, and has a total circulation of close to 300,000 print and digital subscribers. ''The Boston Glob ...
''. 11 March 2012
Maintaining the players' interest throughout the gameplay experience is the goal of board game design.Wadley, Carma. "Rules of the game: Do you have what it takes to invent the next 'Monopoly'?" '' Deseret News''. 18 November 2008. To achieve this, board game designers emphasize different aspects such as social interaction, strategy, and competition, and target players of differing needs by providing for short versus long-play, and luck versus skill. Beyond this, board game design reflects the culture in which the board game is produced. The most ancient board games known today are over 5000 years old. They are frequently abstract in character and their design is primarily focused on a core set of simple rules. Of those that are still played today, games like go (c.400BC),
mancala The mancala games are a family of two-player turn-based strategy board games played with small stones, beans, or seeds and rows of holes or pits in the earth, a board or other playing surface. The objective is usually to capture all or some ...
(c.700AD), and
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
(c.600AD) have gone through many presentational and/or rule variations. In the case of chess, for example, new variants are developed constantly, to focus on certain aspects of the game, or just for variation's sake. Traditional board games date from the nineteenth and early twentieth century. Whereas ancient board game design was primarily focused on rules alone, traditional board games were often influenced by Victorian mores. Academic (e.g. history and geography) and moral didacticism were important design features for traditional games, and
Puritan The Puritans were English Protestants in the 16th and 17th centuries who sought to purify the Church of England of Roman Catholic practices, maintaining that the Church of England had not been fully reformed and should become more Protestant. ...
associations between dice and the
Devil A devil is the personification of evil as it is conceived in various cultures and religious traditions. It is seen as the objectification of a hostile and destructive force. Jeffrey Burton Russell states that the different conceptions of ...
meant that early American game designers eschewed their use in board games entirely.Johnson, Bruce E. "Board games: affordable and abundant, boxed amusements from the 1930s and '40s recall the cultural climate of an era." ''
Country Living ''Country Living'' is an American lifestyle and home magazine published by the Hearst Corporation since 1978. The monthly magazine focuses on food, home renovation, home decor, DIY and lifestyle. The magazine hosts four Country Living Fairs a y ...
''. 1 December 1997.
Even traditional games that did use dice, like ''
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
'' (based on the 1906 ''
The Landlord's Game ''The Landlord's Game'' is a board game patented in 1904 by Elizabeth Magie as . It is a realty and taxation game intended to educate users about Georgism. It is the inspiration for the 1935 board game ''Monopoly''. History In 1902 to 1903, ...
''), were rooted in educational efforts to explain political concepts to the masses. By the 1930s and 1940s, board game design began to emphasize amusement over education, and characters from comic strips, radio programmes, and (in the 1950s) television shows began to be featured in board game adaptations. Recent developments in modern board game design can be traced to the 1980s in Germany, and have led to the increased popularity of "
German-style board game A Eurogame, also called a German-style board game, German game, or Euro-style game, (generally just referred to as board games in Europe) is a class of tabletop games that generally has indirect player interaction and abstract physical componen ...
s" (also known as "Eurogames" or "designer games"). The design emphasis of these board games is to give players meaningful choices. This is manifested by eliminating elements like randomness and luck to be replaced by skill, strategy, and resource competition, by removing the potential for players to fall irreversibly behind in the early stages of a game, and by reducing the number of rules and possible player options to produce what
Alan R. Moon Alan R. Moon (born 18 November 1951) is an author of board games, born in Southampton, England. He is generally considered to be one of the foremost designers of German-style board games. Many of his games can be seen as board game variations on ...
has described as "elegant game design". The concept of elegant game design has been identified by ''
The Boston Globe ''The Boston Globe'' is an American daily newspaper founded and based in Boston, Massachusetts. The newspaper has won a total of 27 Pulitzer Prizes, and has a total circulation of close to 300,000 print and digital subscribers. ''The Boston Glob ...
s Leon Neyfakh as related to
Mihaly Csikszentmihalyi Mihaly Robert Csikszentmihalyi (, hu, Csíkszentmihályi Mihály Róbert, ; 29 September 1934 – 20 October 2021) was a Hungarian-American psychologist. He recognized and named the psychological concept of "flow", a highly focused mental ...
's the concept of " flow" from his 1990 book, "Flow: The Psychology of Optimal Experience". Modern technological advances have had a democratizing effect on board game production, with services like Kickstarter providing designers with essential startup capital and tools like
3D printers 3D printing or additive manufacturing is the construction of a three-dimensional object from a CAD model or a digital 3D model. It can be done in a variety of processes in which material is deposited, joined or solidified under computer co ...
facilitating the production of game pieces and board game prototypes. A modern adaptation of figure games are
miniature wargame Miniature wargaming is a form of wargaming in which military units are represented by miniature physical models on a model battlefield. The use of physical models to represent military units is in contrast to other tabletop wargames that use ...
s like ''
Warhammer 40,000 ''Warhammer 40,000'' is a miniature wargame produced by Games Workshop. It is the most popular miniature wargame in the world, and is particularly popular in the United Kingdom. The first edition of the rulebook was published in September 1987, ...
''.


Card games

Card game A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card ga ...
s include games with cards that are custom-tailored to the game, as in many modern games, as well as those whose design is constricted by the type of the
deck of cards A playing card is a piece of specially prepared card stock, heavy paper, thin cardboard, plastic-coated paper, cotton-paper blend, or thin plastic that is marked with distinguishing motifs. Often the front (face) and back of each card has a fi ...
, like Tarot or the Suit (cards), four-suited Latin decks. Card games can be played for fun, such as Go Fish, or as gambling games, such as Poker. In Asian cultures, special sets of tiles can serve the same function as cards, as in mahjong, a game similar to (and thought to be the distant ancestor of) the Western card game rummy. Western dominoes games are believed to have developed from Asian tile games in the 18th century. ''Magic: The Gathering'' was the first collectible card game (or "trading card game") in 1993. The line between card and board games is not clear-cut, as many card games, such as solitaire, involve playing cards to form a "tableau", a spatial layout or board. Many board games, in turn, uses specialized cards to provide random events, such as the Chance cards of Monopoly (game), or as the central mechanism driving play, as in many Board wargame#Card-driven, card-driven wargames. As cards are typically shuffled and revealed gradually during play, most card games involve randomness, either initially or during play, and hidden information, such as the cards in a player's hand. This is in contrast to many board games, in which most of the game's current state is visible to all participants, even though players may also have a small amount of private information, such as the letter tiles on each player's rack during Scrabble. How players play their cards, revealing information and interacting with previous plays as they do so, is central to card game design. In partnership card games, such as Contract Bridge, Bridge, rules limiting communication between players on the same team become an important part of the game design. This idea of limited communication has been extended to cooperative card games, such as Hanabi (card game), Hanabi.


Dice games

Dice games are among the oldest known games and have often been associated with gambling. Non-gambling dice games, such as
Yatzy Yatzy is a dice game similar to Yacht and Yahtzee. It is related to the Latin American game Generala and the English game of poker dice. Yatzy is most popular in the Scandinavian countries and Finland. Gameplay Yatzy can be played solitair ...
, Poker dice, or
Yahtzee Yahtzee is a dice game made by Milton Bradley (a company that has since been acquired and assimilated by Hasbro). It was first marketed under the name of Yahtzee by game entrepreneur Edwin S. Lowe in 1956. The game is a development of earlier ...
became popular in the mid-20th century. The line between dice and board games is not clear-cut, as dice are often used as randomization devices in board games, such as Monopoly or
Risk In simple terms, risk is the possibility of something bad happening. Risk involves uncertainty about the effects/implications of an activity with respect to something that humans value (such as health, well-being, wealth, property or the environm ...
, while serving as the central drivers of play in games such as Backgammon or Pachisi. Dice games differ from card games in that each throw of the dice is an independent event, whereas the odds of a given card being drawn are affected by all the previous cards drawn or revealed from a deck. Dice game design often centers around forming scoring combinations and managing re-rolls, either by limiting their number, as in Yahtzee or by introducing a press-your-luck element, as in Can't Stop (board game), Can't Stop.


Casino games

Casino game design can entail the creation of an entirely new casino game, the creation of a variation on an existing casino game, or the creation of a new side bet on an existing casino game.Lubin, Dan. "Casino Game Design: From Cocktail Napkin Sketch to Casino Floor". Available

. Retrieved 13 December 2014.
Casino game mathematician, Michael Shackleford has noted that it is much more common for casino game designers today to make successful variations than entirely new casino games.Michael Shackleford, Shackleford, Michael.
Ten Commandments for Game Inventors
. Wizardofodds.com. Retrieved 13 December 2014.
Gambling columnist John Grochowski points to the emergence of community-style slot machines in the mid-1990s, for example, as a successful variation on an existing casino game type. Unlike the majority of other games which are designed primarily in the interest of the player, one of the central aims of casino game design is to optimize the house advantage and maximize revenue from gamblers. Successful casino game design works to provide entertainment for the player and revenue for the gambling house. To maximise player entertainment, casino games are designed with simple easy-to-learn rules that emphasize winning (i.e. whose rules enumerate many victory conditions and few loss conditions), and that provide players with a variety of different gameplay postures (e.g. Hand (card games), card hands). Player entertainment value is also enhanced by providing gamblers with familiar gaming elements (e.g. dice and cards) in new casino games. To maximise success for the gambling house, casino games are designed to be easy for croupiers to operate and for pit managers to oversee. The two most fundamental rules of casino game design are that the games must be non-fraudable (including being as nearly as possible immune from advantage gambling) and that they must mathematically favor the house winning. Shackleford suggests that the optimum casino game design should give the house an edge of smaller than 5%.


Role-playing games

The design of role-playing games requires the establishment of Campaign setting, setting, Character creation, characters, and basic role-playing game system, gameplay rules or mechanics. After a role-playing game is produced, additional design elements are often devised by the players themselves. In many instances, for example, character creation is left to the players. Likewise, the progression of a role-playing game is determined in large part by the gamemaster whose individual campaign design may be directed by one of several role-playing game theory, role-playing game theories. There is no central core for tabletop role-playing game theory because different people want such different things out of the games. Probably the most famous category of RPG theory, GNS Theory assumes that people want one of three things out of the game – a better, more interestingly challenging game, to create a more interesting narrative, story, or a better simulation – in other words better rules to support worldbuilding. GNS Theory has been abandoned by its creator, partly because it neglects emotional investment, and partly because it just didn't work properly. There are techniques that people use (such as dice pools) to better create the game they want – but with no consistent goal or agreement for what makes for a good game there's no overarching theory generally agreed on.


Sports

Sports games are made with the same rules as the sport the game portrays.


Video games

Video game design is a process that takes place in the Game development#Pre-production, pre-production phase of video game development. In the video game industry, game design describes the creation of the content and rules of a video game. The goal of this process for the game designer is to provide players with the opportunity to make meaningful decisions in relation to playing the game. Video game design#Game elements, Elements of video game design such as the establishment of fundamental
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pl ...
rules provide a framework within which players will operate, while the addition of narrative structures provide players with a reason to care about playing the game. To establish the rules and narrative, an internally consistent Virtual world, game world is created, requiring visual, audio, and programming development for world, Characterization, character, and level design. The amount of work that is required to accomplish this often demands the use of a design team which may be divided into smaller Video game design#Disciplines, game design disciplines. In order to maintain internal consistency between the teams, a specialized software design document known as a "game design document" (and sometimes an even broader scope "game bible" document) provides overall contextual guidance on ambient mood, appropriate tone, and other less tangible aspects of the game world. Important aspects of video game design are human-computer interaction and game feel.


War games

The first military Wargaming, war games, or Kriegsspiel (wargame), Kriegsspiel, were designed in Prussia in the 19th century to train staff officers. They are also played as a hobby for entertainment. Modern war games are designed to test military doctrine, doctrines, Military strategy, strategies and Military tactics, tactics in full scale exercises with opposing forces at venues like the National Training Center, NTC, Fort Polk#JRTC moves to Polk, JRTC and the Joint Multinational Readiness Center, JMRC, involving NATO countries.


See also

* Gamification * Play (activity) * Video game design


Notes


References


Further reading

* * Baur, Wolfgang. ''Complete Kobold Guide to Game Design''. Open Design LLC 2012. * Burgun, Keith. ''Game Design Theory: A New Philosophy for Understanding Games''. Publisher: A K Peters/CRC Press 2012. * Costikyan, Greg. ''Uncertainty in Games''. MIT Press 2013. * Elias, George Skaff. ''Characteristics of Games''. MIT Press 2012. * Hofer, Margaret. ''The Games We Played: The Golden Age of Board & Table Games''. Princeton Architectural Press 2003. * Huizinga, Johan. ''Homo Ludens: A Study of the Play-Element in Culture''. Beacon Press 1971. * Kankaanranta, Marja Helena. ''Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering)''. Springer 2009. . * * Norman, Donald A. ''The Design of Everyday Things''. Basic Books 2002. . * * Peek, Steven. ''The Game Inventor's Handbook''. Betterway Books 1993. * Peterson, Jon. ''Playing at the World''. Unreason Press 2012. . * Salen Tekinbad, Katie. ''Rules of Play: Game Design Fundamentals''. The MIT Press 2003. . * Schell, Jesse. ''The Art of Game Design: A book of lenses''. CRC Press 2008. * * Tinsman, Brian. ''The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!'' Morgan James Publishing 2008. * Woods, Stewart. ''Eurogames: The Design, Culture and Play of Modern European Board Games''. McFarland 2012. 978-0786467976 *Zubek, Robert (August 2020). ''Elements of Game Design.'' The MIT Press. {{Types of games Game design, Game theory Leisure activities