
Game design is the art of applying design and aesthetics to create a
game
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (su ...
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. 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 pla ...
, 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 objects ...
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 ...
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 g ...
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
In computing, a hardware random number generator (HRNG) or true random number generator (TRNG) is a device that gener ...
s,
casino games,
role-playing game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
s,
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 feedb ...
,
war games, 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 ...
games benefit from the principles of game design.
Academically, game design is part of
game studies, 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 (probability theory), 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 ...
,
artificial intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machine
A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, moveme ...
, economics, and
optimization theory. Applying game design to itself is a current research topic in
metadesign.
History
Sports (see
history of sports), 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 ...
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,
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 an ...
,
mahjong
Mahjong or mah-jongg (English pronunciation: ) is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is commonly played by four players (with some three-pl ...
,
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 som ...
, and
pick-up sticks. 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. 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,
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 led to the commercial game
Yahtzee 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 Britannic ...
,
Balderdash,
Pictionary, or
Time's Up!, are descended from traditional
parlour games. 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 ...
, 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, adapted from
Mahjong
Mahjong or mah-jongg (English pronunciation: ) is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is commonly played by four players (with some three-pl ...
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 ga ...
. Accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize
wargaming. 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 ...
with custom boards. Inexpensive (hollow) lead figurine casting contributed to the development of
miniature wargaming. 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
Disc golf, also known as frisbee golf, is a flying disc sport in which players throw a disc at a target; it is played using rules similar to golf. Most disc golf discs are made out of polypropylene plastic, otherwise known as polypropene, which ...
and
Ultimate.
Personal computers contributed to the popularity of
computer games
A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-d ...
, 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 feedb ...
.
Smart phones 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 ...
.
The first games in a new medium are frequently adaptations of older games.
Pong, 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
In psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be either ra ...
. Specifically, it is "the study of
mathematical model
A mathematical model is a description of a system using mathematical concepts and language. The process of developing a mathematical model is termed mathematical modeling. Mathematical models are used in the natural sciences (such as physics, ...
s 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 games, 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 ...
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 (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 of their choosing, to deduce a set of equilibrium
strategies 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 pla ...
. 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,
cards,
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,
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 st ...
,
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 c ...
, 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 Summ ...
. 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 ...
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, or an intangible item such as a point scored.
Games such as
hide-and-seek 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
A street is a public thoroughfare in a built environment. It is a public parcel of land adjoining buildings in an urban context, on which people may freely assemble, interact, and move about. A street can be as simple as a level patch of d ...
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), 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, 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 machine
A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, moveme ...
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, or a combination thereof, and are classified accordingly.
Games of skill 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,
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 chi ...
,
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 s ...
, and
horseshoes, 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
A strategy game or strategic game is a game (e.g. a board game) in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decisio ...
include checkers, chess,
go,
arimaa, and
tic-tac-toe, 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; most require equipment such as cards or
dice
Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing ...
.
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 wit ...
and baseball involve both physical skill and strategy while
tiddlywinks,
poker
Poker is a family of comparing card games in which players wager over which hand is best according to that specific game's rules. It is played worldwide, however in some places the rules may vary. While the earliest known form of the game w ...
, 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 suc ...
s involve mental skill, strategy, and an element of chance, as do many strategic board games such as