Game Design Theory
Game Design Theory
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The previous chapters focused on the nature of games. This chapter discusses
available tools and theory to assist developers designing games. A number of de-
sign guidelines, methods, theories and tools have been developed over the past
years. Some of these were developed specifically to assist the design process,
while others were developed as analytical tools, work methods, or documenta-
tion techniques. The main approaches and attempts to assist game designers
that have been developed up until now and that are discussed in this chapter
are: design documents, the MDA framework, play-centric design methodologies,
game vocabularies, design patterns, finite state machine diagrams, Petri nets,
and finally different types of game diagrams. Most of these methods were not
developed as design tools, yet all of them can be used as such or might have
an impact on the development of new design methods and tools. This chapter
discusses the merits of all these methods for the purpose of developing design
methods and tools.
The reader should note that the common discourse about these methods is
quite diffuse. Within the game industry, and to a lesser extent within game
research too, there is no fixed vocabulary. Many concepts are used quite infor-
mally, and terminology frequently overlaps or even conflicts. For example, the
term ‘game design document’ captures a wide variety of different documents that
are created for as many different reasons. Furthermore, there seems to be little
distinction between analytical methods and design methods, and the two terms
are sometimes used interchangeable. I have tried to use the original terminology
as much as possible. Hopefully I have done so without creating confusion.
In addition, not everybody in the game industry sees the benefits of method-
ological approaches to game design, such as the ones discussed in this chapter
and presented in the following chapters. The two most common arguments
against design methodologies are that they have little practical value for game
design and that they cannot replace the creative process of designing games. I
will address these arguments in the last section before drawing a conclusion.
44 Joris Dormans | Engineering Emergence
2. Not all games are created within a contractor-client context. This is es-
pecially true for entertainment games, which development shares more
with commercial, off-the-shelf software development. Without this con-
text there is less need to document the design before the game is built.
Although publishers and funders for entertainment games set goals and
milestones, they do not function in the same way.
3. Games are rarely built with upkeep or future development in mind, reduc-
ing the necessity to create documentation that aids future developers. De-
spite the fact that many sequels are produced in the game industry, many
sequels are built from scratch, surprisingly little code is being reused. From
the perspective of software engineering this is a bad practice. However, as
the development techniques are still evolving fast and a new generation of
hardware becomes available roughly every five or six years this practice
makes more sense from the perspective of the game industry.2
Many designers regard the game design document as a necessary evil, and
some have dismissed the practice entirely (Kreimeier, 2003). Everyone agrees
that designs need to be documented and communicated to the team, but in
practice people hardly look at design documents (Keith, 2010, 85-87). Stone
Librande, creative director at Electronic Arts, experimented with a technique
he calls one-page designs to circumvent some of these problems (2010). His
approach is to create design documents that are more like data visualizations
instead of multi-page, written texts. One-page design documents are posters
that capture the essence of a game visually (see figure 3.1). These documents
have four advantages over the traditional design documents:
1. Most designers find them more interesting to create, making the task of
creating a design document less tedious.
2. Because there is a spatial constraint (although the size of the page is left
to the whims of the designer), the designer is forced to focus on the essence
of the game. This makes the document a better match for the agile devel-
opment process often found in games.
3. As people tend to like the way these documents look, they tend to stick
them to walls, increasing their exposure and impact.
1 Although, it must be noted that this is also increasingly true for business software.
2 The developers of reusable game components that are sold to game studies (‘middleware’)
are probably the exception to this rule. They do maintain and reuse their code, but as their
core business is not developing games, this practice does not carry over to game design.
46 Joris Dormans | Engineering Emergence
One-page design documents solve some of the problems associated with design
documents, but not all. There is still no standard for documenting gameplay,
mechanics and rules. Each one-page design document is created for a particular
game, and although the product should be understandable and communicative,
it cannot set a standard. In addition, the lack of detail, which makes a one-page
design document more flexible and therefore is one of its strengths, makes it less
suited to record designs; one-page design documents are very good at capturing
the design vision, goals and direction, but they cannot function as a technical
blueprint at the same time.
Driven Architecture, this might lead to some confusion. In this dissertation MDA always
stands for the mechanics, dynamics and aesthetics framework.
Chapter 3 | Game Design Theory 47
involved in designing games. It has been quite influential and it seems to be one
of the most frequently recurrent frameworks found in university game design
programs all over the world. It probably is the closest thing the industry has to
a standardized game design method.
The MDA framework breaks down a game into three components: mechanics,
dynamics and aesthetics, which correspond to the game’s rules, its system, and
the fun it brings (Hunicke et al., 2004). The MDA framework teaches that
designers and consumers of games have different perspectives on games. Where a
consumer notices the aesthetics first and the dynamic and mechanics afterwards,
a designer works the other way round. A designer creates mechanics first and
builds dynamics and aesthetics on top them (see figure 3.2).
The MDA framework is designed to support an iterative design process and
to help designers to assess how changes in each layer might affect the game as a
whole. Each layer has its own design goals and effects on the game. Mechanics
determine the actions a game allows and it affects the game’s dynamic behavior.
The dynamics layer addresses concepts such as randomness and complexity to
explain a game’s behavior. Finally, the aesthetics layer is concerned with the
game’s emotional target: the effect it has on the player. The MDA framework
describes eight types of fun as prime aesthetic targets. The eight types of fun
are: sensation, fantasy, narrative, challenge, fellowship, discovery, expression
and submission (Hunicke et al., 2004; LeBlanc, 2004).
Despite the influence of the MDA framework and the long running GDC game
design workshop, as a conceptual framework the MDA never seems to have
outgrown its preliminary phase. The distinction between the mechanics and
dynamics layers is not always clear, even to the original authors (see LeBlanc,
2004). The mechanics are clearly game rules. But the dynamics emerge from
the same rules. Yet, the original MDA paper places game devices such as dice
or other random number generators in the layer of the dynamics. To me, those
devices would seem more at home in the layer of the mechanics. Likewise,
the aesthetics layer seems to contain only the player’s emotional responses. The
visuals and story that cue these responses, which would commonly be understood
as being part of an aesthetics, seem absent from the framework. The eight kinds
of fun comprise a rather arbitrary list of emotional targets, which is hardly
explored with any depth. Apart from short one-sentence descriptions, Hunicke
et al. do not provide exact descriptions of what the types of fun entail. They do
state their list is not complete, but they do not justify why they describe these
eight, or even hint at how many more types of fun they expect to find. What
48 Joris Dormans | Engineering Emergence
is more, the whole concept of ‘fun’ as the main target emotion of games has
been criticized by Ernest Adams and Andrew Rollings (2007, 119), and Steven
Johnson (2005, 25-26), among others. Games can aspire to target a much wider
variety of emotional responses. Some additional MDA articles (such as LeBlanc,
2006) have appeared over the years but they have not taken away these concerns.
centric approach would benefit from methods that can speed up each iteration
or increase the improvements that are made in each one. There are several types
of methods that seem applicable. Certainly formal models of game design are
widely accepted amongst them, but also techniques to gather and process data
collected during play-tests.
400 rules of game design that should lead to better games. The project website
lists 112 rules.4 However, the project seems to be abandoned as well; the last
update to the website was in 2006.
Craig Lindley (2003) uses orthogonal taxonomies to map games onto a hy-
pothetical space defined by dominant game forms such as narratology (focus on
story), ludology (focus on gameplay) and simulation (focus on realism). Individ-
ual games can be mapped to the space depending on their relative closeness to
each of these extremes (see figure 3.3). Lindley describes a few possible, comple-
mentary taxonomies using one-, two- and three-dimensional spaces. He designed
these taxonomies as a high level road map to inform the design team of the in-
tended design target of a particular game project. The taxonomy also suggests
suitable tools and techniques borrowed from other fields; a game that veers to-
wards the narrative side will benefit more from traditional storytelling techniques
than a game that is a simulation first and foremost. Lindley’s game taxonomies
provide a systematic framework in which many of the formal abstract design
tools can be embedded, providing structure to what otherwise would remain a
loose collection of labels.
The game ontology project takes the notion of a common vocabulary for
games into yet another direction. This project attempts to order snippets of
game design wisdom into one large ontology. An ontology is a large classifica-
tion scheme that has a hierarchical organization. Each entry in the ontology
describes a common structure found in games. It lists strong and weak exam-
ples of the structure and lists parent and children categories. For example, the
ontology entry “to own” is used to describe the game structure in which game
entities can own other game entities. An example would be the game entity
‘Mario’ that collects ‘mushrooms’ and ‘stars’, etc. “To own” is a child of the
4 http://www.theinspiracy.com/400_project.htm (last visited June 23, 2011).
Chapter 3 | Game Design Theory 51
“entity manipulation” entry which, in turn, has three children: “to capture”,
“to possess” and “to exchange” (Zagal et al., 2005).5
The game ontology project aims to explore the design space of games without
prescribing how to create good games. More than Doug Church’s formal abstract
design tools, it primarily is an analytical tool; it aims at understanding games
rather than building them. This is a general characteristic of this and other
game vocabularies. Their success as an analytical tool does not translate easily
to being successful as a design tool. Obviously, the development of a high level,
consistent language to describe common game structures will help designers in
the long run, and, as all the vocabulary builders point out, can be a great help in
mapping the relatively unexplored areas of the game design. In fact, all authors
describe how their vocabularies can be used as a brainstorming tool, simply
by selecting and exploring random combinations of notions describing common
aspects of games. However, no matter how useful this practice can be, it can
usually only help with generating ideas. This is only a small part of the entire
process of building a game, yet it requires considerable investment on the part
of designers who must familiarize themselves with many new concepts to learn
the vocabulary. The game ontology project, for example, consists of over one
hundred separate entries, each of which ties in with several other entries in the
ontology. For game developers it can be difficult to see what is the actual return
on their investment in learning a vocabulary of that size.
The many different approaches towards a common vocabulary for games ag-
gravate this problem.6 Every vocabulary has its own unique approach and ter-
minology. Simply determining where and how all these approaches overlap or
collide makes an extensive academic research project in itself. Even when a game
designer invested the time and effort to learn one of these vocabularies, effec-
tively working together or sharing knowledge with somebody who has learned
a different vocabulary is still going to be a problem. The only thing all these
vocabularies seem to share is their rejection by game designers. In the words
of Daniel Cook: “Academic definitions of game design contain too many words
and not enough obvious practical applications where people can actually use the
proposed terminology” (2006).
tioning focuses on tracking gameplay innovations: the Game Innovation Database found at
http://www.gameinnovation.org/ (last visited October 22, 2010).
52 Joris Dormans | Engineering Emergence
This quality is objective and precise but it cannot be named” (1979, ix). His
pattern language is designed to capture this quality. Patterns are presented as
problem and solution pairs, where each pattern presents a solution to a common
design problem. These solutions are described as generically as possible so that
they might be used many times (Alexander et al., 1977, x). The patterns are all
described in the same format. Each pattern also has connections to ‘larger’ and
‘smaller’ patterns within the language, where smaller patterns help complete
larger patterns (Alexander et al., 1977, xii).
This idea has been transfered to the domain of software design by Erich
Gamma, Richard Helm, Ralph Johnson and John Vlissides.7 Within software
engineering the principles of object-oriented programming take the place of
Alexander’s unnamed quality. Software design patterns are a means to record
experience in designing object-oriented software (Gamma et al., 1995, 2). Today,
software design patterns are common tools in teaching and designing software.
A pattern framework for game design following these examples was suggested
by Bernd Kreimeier (2002). However, Björk and Holopainen break away from
existing design patterns. According to them, design patterns as problem-solution
pairs do not suit game design because:
This decision makes their pattern approach indistinguishable from the game
vocabularies discussed above, and subjects it to all the associated problems.
Their book contains hundreds of patterns, and their website has hundreds more.
This is indicative of Björk and Holopainen’s dedication to their framework, but
also of the fact that their patterns are not built on a strong theoretical notion of
what games are and how gameplay emerges from game parts. Their mention of
games as state machines (Björk & Holopainen, 2005, 8) is not enough to carry
7 Also know as the ‘Gang of Four’.
Chapter 3 | Game Design Theory 53
the weight of the whole framework. The number of patterns used by software
engineering, by contrast, is much lower: a typical introduction has about twenty
patterns. I doubt that the diversity of problems and solutions encountered in
games is one order of magnitude larger than those encountered in software en-
gineering. The real difference, is that software design patterns are based on the
principles of object-oriented software design. This gives the patterns focus and
provides leverage on the problems they need to deal with, leading to patterns
that are further abstracted from typical applications or implementations. With-
out a clear theoretical vision on games, drafting patterns becomes an exercise
in cataloging reoccurring parts of games, without ever questioning why they re-
occur or whether these and related patterns might be the result of some deeper
mechanism at work within games. Where Christopher Alexander starts from
the notion that his design patterns ultimately allow us to approach some qual-
ity that cannot be named, but which is objective nonetheless, the game design
patterns lack a similar theoretical focal point.8
Design patterns work well for architecture and software engineering because
they codify a particular quality in their respective domain. In order to replicate
their success for game design, a similar notion of quality within games should
serve as its foundation. Unfortunately, Björk and Holopainen do not formulate
such a quality for games. Without such a quality no set of game design patterns
can be anything more than a vocabulary of games. The notion of games as state
machines as mentioned by Björk and Holopainen could be the starting point to
develop a notion of quality within games, an opportunity which is missed by
Björk and Holopainen, but which I will explore further.
described patterns. In that sense game design patterns are not very dissimilar. However,
Alexander’s pattern language describes a fairly large number of domains: buildings, towns,
etc. The sets that describe each individual domain are much smaller.
54 Joris Dormans | Engineering Emergence
Figure 3.5: A more complex finite state machine, but one that still produces a finite
set of trajectories.
a fairly straightforward and relatively simple, generic adventure game. This dia-
gram utilizes a simplified version of the more elaborate state machines diagrams
specified by Unified Modeling Language (UML) (Fowler, 2004, 107-116).
Many things have been omitted from this finite state machine. For example,
the way the player moves through the world has been left out, which is no
trivial aspect in an action-adventure game with a strong emphasis on exploring
(as is the case with most action-adventure games). Still, movement is easily
abstracted away from this diagram as movement does not seem to bring any
relevant changes to the game state (other than the requirement of being in a
certain location to be able to execute a particular action).
The question is whether or not this type of representation of a game is of
any use. Looking at the diagram this game does not look complex at all. The
possible set of different trajectories through the finite state machine is very
limited. The only possibilities are abcde and abdce. This game is a machine
that cannot produce any other result. It is, to use Jesper Juul’s categories, a
game of progression, and not a game of emergence (Juul, 2005, 5). To be fair,
most adventure games have a much larger set of states and player actions that
trigger state transitions. There might be side quests for the player to follow, or
even optional paths that lack the symmetry of the two branches in figure 3.4. A
game like this might grow in complexity very fast (see for example figure 3.5),
but still the number of possible trajectories remains ultimately finite (unless one
introduces loops, see below). Yet this is what many games have done in the
past.
One way to create infinite possible trajectories is to introduce loops. Noam
Chomsky has shown that by including loops in a state machine the set of possible
results becomes infinite (Chomsky, 1957, 18-25). For example we could allow
the player to go back after opening the door and fight another monster (see
figure 3.6). The possible set of results is now {abcde, abdce, ababcde, ababdce,
Chapter 3 | Game Design Theory 55
abababcde, abababdce, ..., etc.}; the player can fight an infinite host of monsters
before proceeding. Of course, this has little purpose in the context of the game,
unless the player is awarded experience points for defeating each monster and the
number of experience points somehow affects the player’s chance of defeating the
end boss (which might very well be the case in a computer role-playing game).
However, if this were the case, one might argue that each level of experience
would in fact constitute a new state, leading to an infinite number of states in
the diagram.
Finite state machines lack a construct for memory, which would solve the
experience points problem described above. To deal with the memory problem
William A. Woods designed “augmented transition networks” which uses recur-
sion and a stack (Woods, 1970). In an augmented transition network a transition
might invoke a new state in the same or in a separate network of states and tran-
sitions. This would cause the old state to be pushed onto the stack and the new
state to be activated. When the machine encounters an end state, it recalls the
last state pushed on to the stack and proceeds from there. It only terminates
when nothing is left on the stack. In an augmented transition network represen-
tation of the adventure game above, every time the player fights a monster the
network would call itself recursively, and thus every fight would be pushed to
the stack, and the number of fights on the stack can be checked when the player
fights the boss monster (see figure 3.7).
Game states are usually much better expressed using a mix of variables and
56 Joris Dormans | Engineering Emergence
states. Not only allows such a mixture to model the large number of states
encountered in most games, it also shifts attention towards the transitions be-
tween the states, which corresponds to user actions. It is possible to construct
a diagram for Risk with only four states and seven transitions (figure 3.8) in
which each transition affects one or more variable registers representing terri-
tories, armies and cards. The diagram shows many loops, and as a result an
infinite number of different paths through the state machine is possible. A dia-
gram that focuses on transitions is clearly more capable to capture the nature
of games and the varied sessions of play. However, the diagram is not very easy
to read as some sort of pseudo code is needed to represent the exact mechanics
that checks and changes the variable registers.
Petri nets are an alternative modeling technique suited for game machines
that are explored by a few researchers (Natkin & Vega, 2003; Brom & Abonyi,
2006; Araújo & Roque, 2009). Petri nets work with a system of nodes and
connections. A particular type of node (places), can hold a number of tokens.
In a Petri net a place can never be connected directly to another place, instead a
place must be connected to a transition, and a transition must be connected to
a place. In a classic Petri net places are represented as open circles, transitions
are represented as squares and tokens are represented as smaller, filled circles
located on a place. In a Petri net tokens flow from place to place; the distribution
of tokens over spaces represents the current state of the Petri net (see figure 3.9).
This way the number of states a Petri net can express is much larger than with
finite state machine diagrams. Petri nets put much more focus on the transitions
and have a natural way of representing integer values through the distribution
of tokens over the places in the network. Indeed, “Petri Nets tend to be, in
general, a more economic representation when state-space complexity increases”
(Araújo & Roque, 2009).
One of the very promising advantages of the use of Petri nets, is that they
have a very solid mathematic foundation. Petri nets can be easily verified and
simulated. They are almost like a visual programming language. But this ad-
Figure 3.9: Four iterations of the same Petri net showing movement of tokens through
the network
vantage often is a double edged sword. Petri nets can model a complete game
with a high level of detail, but this frequently leads to quite complex diagrams
which try to capture a game in its entirety. Petri nets can become the equivalent
of a game’s source code, and just as inaccessible to a non-programmer.
grams one step further (2006). Combining Koster’s approach with his experience
with Petri nets, Bura designs game diagrams that try to capture a game’s struc-
ture at a higher level of abstraction than simply its core rules. Removing game
diagrams from the burden of modeling rules at the lowest level, allows Bura to
focus more on the emergent properties of games. His diagram models notions
such as ‘skill’ and ‘luck’ as abstract resources that affect other actions in the
diagram, either by enabling or inhibiting them. Figure 3.11 shows the diagram
Bura created to model Blackjack. As should become clear from this diagram,
Bura tries to capture the entire ‘gestalt’ of the game into a single image. In this
diagram the elements that model ‘skill’, ‘luck’ and ‘money’ are similar to places
in a Petri net and can accumulate tokens. The elements ‘gain’ and ‘risk’ act
like transitions. They consume and produce resources according to the arrows
that connect them to other arrows. This diagram also includes two inhibiting
connections (lines that end in a circle) to denote that the ‘luck’ of the house
inhibits the ‘gain’ of the player and that the ‘skill’ of the player inhibits the
money he or she risks. Although Bura is more optimistic than Koster, he also
admits that much work still needs to be done. He suggests a standard library
of ludemes to work with and sub-diagrams to increase the detail. But to my
knowledge, none of these extensions have been published.
There are also a few examples of the use of UML for representing game
systems diagrammatically. Taylor et al. (2006) extend UML use-case diagrams
to describe game-flow: the experience of the player. Their focus is on the play
session and the progression of the player through the game. Perdita Stevens
and Rob Pooley use class diagrams, collaboration diagrams and state machines
diagrams (three different types of UML diagrams) in their educational case study
of modeling the structure of Chess and Tic-Tac-Toe with standard UML
Chapter 3 | Game Design Theory 59
(Stevens & Booley, 1999, 178-189). These attempts suffer from problems similar
to other types of game diagrams. As a specification language, UML can be very
detailed and inaccessible to non-programmers. In a way, UML is too universal
to capture the particular structures that are important in the domain of games.
closed circuit of communication. Figure 3.13 shows the feedback structure for
Power Grid in a shorthand notation that omits much of the UML. From this
and other analyses I started extracting common patterns found in these feedback
structures (see figure 3.14).
Although this approach produces interesting results and was positively re-
ceived by game designers and researchers, there are a number of problems with
it. As with many other approaches discussed in this chapter, it is geared to-
wards documenting existing games, although the notation has been used as a
brainstorming tool during design workshops. During brainstorming writing full
UML by hand proved to be impracticable; the shorthand notation was used more
often. Finally, the diagrams are static, while they represent a highly dynamic
system. There are cues in the diagram that suggest the dynamic behavior of the
game it represents, but it leaves too much room for interpretation: one person
might read something completely different from the same diagram than the next
Chapter 3 | Game Design Theory 61
person.
Independent from my work, Morgan McGuire and Odest Chadwicke Jenkins
use a similar approach for their “commodity flow graphs” (see figure 3.15). These
graphs also represent a game’s economy and flow of commodities (2009). Their
approach is comparable to my attempts to map a game’s economy, but is different
on three important points:
1. McGuire and Jenkins interpret the notion of economy quite literally and
restrict themselves to games that include trading and tangible resources
(“commodities”), whereas the notion of internal economy taken from Adams
and Rollings ‘commodifies’ many more elements of games that are gener-
ally less tangible such as player and enemy health in a shooter game.
2. Although feedback does appear in one of the two examples, their graphs
are not designed to foreground feedback mechanisms.
3. Their graphs are quite informal, even though some elements are explained
in the accompanying text, many important details are not.
Figure 3.15: Commodity flow graph for Settlers of Catan, after McGuire &
Jenkins (2009, 243).
The current vocabularies, aids and frameworks have a poor track record. As
should have become clear from the discussion above, there are many of these
out there, many of them designed by academics, not all of whom have actual,
hands-on game design experience. The return value of using them, set against
the often considerable investment required to learn them, is not particular high,
especially for those tools that excel in analyzing games, which is done more
often within universities than outside. The same goes for those frameworks
that allow designers to explore the design-space. The design programs within
universities allow for such exploration, whereas outside there is little time for
such theoretical exploration. The argument that the industry too would benefit
from such exploration is rather hollow if money needs to be made and one cannot
afford to take chances on a new innovative concept.
The sentiment is valid, but does not cripple the effort to create game design
methodologies. It simply suggests criteria for evaluating design methods: design
methods should help design games, not just analyze them. This seems obvious,
but many methods that have been developed over the years are analytical meth-
ods, even when they sometimes are presented as design tools. These methods
help us understand existing games or explore the hypothetical design space, but
offer little practical guidance on how to build them. What is more, design meth-
ods should return the investment required to learn them. The latter criterium
can be met in two ways: make sure that the required investment is low, or make
sure that the return is high. Obviously a design method should aim to do both
in order to maximize the return on investment.
The second argument, that no design method can replace the creative genius
Chapter 3 | Game Design Theory 63
3.10 Conclusions
To summarize, over the years a number of frameworks, vocabularies and work
methods have been created to assist game designers, with varying success. Game
design documents are generally considered cumbersome and inefficient; they are
seldomly put to good use. Everybody uses game design documents in their own
way. For some designers, these documents capture the creative direction early in
the development process, while for others they are a tedious requirement of the
job of game designer. For the purpose of the discussion here, no generic wisdom
to aid the development of design tools can be extracted from the diffuse practice
of writing design documents.
The MDA framework provides a useful lens on the different aspects of game
design, and can help designers to understand where to start the huge task of
designing a game. It breaks down games into three understandable and useful
layers, and teaches inexperienced designers to look through the outer layers of
a game into the mechanics core. However, the framework has evolved little
over the years, and close examination of its core concepts is likely to raise more
questions than it answers. To serve as a design tool that goes beyond the very
basics of game design; the MDA framework lacks scrutiny and accuracy.
Player-centric design practices, where short iterations and frequent play-
testing are the key, are more successful in structuring the hard and laborious
process of designing games. However, there is room for improvement. With the
proper methods and tools every iteration can be made more effective, and new
ways of gathering qualitative and quantitative data might present themselves.
The theory and tools presented in this dissertation are best embedded within in
play-centric design process: they can help designers to improve every iteration,
but they cannot take away the necessity to build prototypes and test them with
real players.
There have been a number of attempts to create game vocabularies and pat-
tern libraries that allow us to talk about games in better, more accurate terms.
However, none of these vocabularies has really gained enough momentum to be-
come something resembling a standard that spans both industry and academia.
From a pragmatic point of view, these vocabularies require a considerable effort
to learn while they are most successful in the analysis of existing games; they
seem to be more useful for academics than they are for developers. In addition,
they usually lack a clear theoretical vision on the artifacts they intend to de-
scribe. The result is that these vocabularies hardly scratch the surface of games
and fail to contribute much to what most designers already knew intuitively.
The use of finite state machine diagrams or Petri nets to map games as state
machines are both valuable techniques with a proven track record in their re-
spective domains. However, their respective difficulties in capturing the essence
of games indicates that simply framing games as state machines is not good
enough. The number of game states usually is not finite, and their complexity
quickly becomes problematic if one tries to model a game in every detail. A the-
oretic perspective on games first needs to develop a concise and objective notion
of quality in games before it can help us understand their inner machinations
Chapter 3 | Game Design Theory 65
from a more generic scope. Once this notion has been developed, a diagram-
matic language can be devised to represent these machinations. Petri nets are
more promising but are less accessible to designers.
Game specific diagrams are a relatively unexplored approach towards the
development of game design tools. Apart from some preliminary attempts by
Koster, Bura, McGuire & Jenkins, and myself, little is done in this area. None of
these attempts can claim to be successful and accepted by the game development
community. Yet, the results are interesting, especially if they focus on a more
abstract gestalt of games. A more abstract and generic scope to represent game
designs seems to come quite natural to diagrams. At the same time, they are
fairly easy and intuitive to learn: most diagrammatic languages utilize only a few
core, reusable elements. When these elements express a generic and objective
notion of quality in games, these diagrams could become quite powerful.
Game design tools are needed; they can be used to improve the process of
game design, but the poor track record of current academic approaches created
some resistance within the game industry against the whole notion of design
methodology. Part of this resistance is understandable, as methods frequently
fail to return the investment required to use them. This means that we need
to rethink how design methods and tools should be used: they should not only
facilitate analysis or theoretic exploration of game concepts, rather they should
really help the designer to design. We should also take note of the fact that
game design methods cannot replace the creative talent of the individual game
designer. Game design methods should refine a designer’s technique and increase
the designer’s expressive power, any game design method should ultimately be
a tool, but it remains up to designer to make those tools work.