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{{for|video game design|Video game design}} {{Short description|Process of creating game content and rules}}{{About|analog game design|digital game design|video game design}}
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'''Game design''' is the art of applying ] and ] to create a ] to facilitate interaction between players for playful, healthful, educational, or simulation purposes. Game design can be applied both to ]s and, increasingly, to other interactions, particularly virtual ones (see ]).
'''Game design''' is the process of creating and shaping the mechanics, systems, rules, and gameplay of a ]. Game design processes apply to ]s, ]s, ]s, ]s, ]s, ]s, ], or ] games.]'s 1935 patent for '']'' includes specific design elements developed during the prototype phase. Prototypes are common in the later stages of board game design, and "prototype circles" provide an opportunity for designers to play and critique each other's games.<ref name="neyfakh" /><ref name="wadley" />]]In ''Elements of Game Design'', game designer Robert Zubek defines game design by breaking it down into three elements:<ref>{{Cite book |last1=Zubek |first1=Robert |url=https://mitpress.mit.edu/books/elements-game-design |title=Elements of Game Design |date=August 18, 2020 |publisher=The MIT Press |isbn=9780262043915 |language=en |access-date=November 13, 2020}}</ref>


* ] and systems, which are the rules and objects in the game.
Game design creates ]s, ]s, and ]s to define a ], ], ], ], ], or ] that produces desirable interactions among its participants and, possibly, spectators.
* ], which is the interaction between the player and the mechanics and systems. In ''Chris Crawford on Game Design'', the author summarizes gameplay as "what the player does".<ref name="craw">{{Cite book |last=Crawford |first=Chris |author-link=Chris Crawford (game designer) |title=Chris Crawford on Game Design |title-link=Chris Crawford on Game Design |publisher=New Riders |year=2003 |isbn=978-0-88134-117-1}}</ref>
* Player experience, which is how users feel when they are playing the game.


Academically, game design is part of ], while ] studies strategic decision making (primarily in non-game situations). Games have historically inspired seminal research in the fields of ], ], ], and ] theory. Applying game design to itself is a current research topic in ]. In ], game design falls within the field of ] (not to be confused with ], which studies strategic decision making, primarily in non-game situations).


==Process of design==
==History==
Game design is part of a game's development from concept to final form. Typically, the development process is ], with repeated phases of testing and revision. During revision, additional design or re-design may be needed.


===Development team===
Sports (see ]), ], and ] are known, respectively, to have existed for at least ten thousand, six thousand, and five thousand years.
{{anchor|Game designer}}


===Game Design as Folk Process=== ====Game designer====
A game designer (or inventor) is a person who invents a game's concept, central mechanisms, rules, and themes. Game designers may work alone or in teams.


====Game developer====
Tabletop games played today whose descent can be traced from ancient times include ], ], ], ], ], ], and ]. The rules of these games were not codified until early modern times and their features gradually evolved and changed over time, through the ]. Given this, these games are not considered to have had a designer or been the result of a ] in the modern sense.
A game developer is a person who fleshes out the details of a game's design, oversees its testing, and revises the game in response to player feedback.


Often game designers also do development work on the same project. However, some publishers commission extensive development of games to suit their target audience after licensing a game from a designer. For larger games, such as ], designers and developers work in teams with separate roles.
After the rise of commercial game publishing in the late 19th century, many games which had formally evolved via folk processes became commercial properties, often with custom scoring pads or preprepared material. For example, the similar public domain games ], ], and ] led to the commercial game ] in the mid-1950s.


====Game artist====
Today, many commercial games, such as ], ], ], or ], are descended from traditional ]. Adapting traditional games to become commercial properties is an example of game design.
A game artist creates visual art for games. Game artists are often vital to ]s and ]s.<ref name="artofvideogames"> – Accessed 17 November 2012.</ref>


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.
Similarly, many sports, such as ] and ], are the result of folk processes, while others were designed, such as ], invented in 1891 by ].


===Concept===
===New Media and Game Design===
A game concept is an idea for a game, briefly describing its core play mechanisms, objectives, themes, and who the players represent.


A game concept may be pitched to a game publisher in a similar manner as film ideas are ] to potential film producers. Alternatively, game publishers holding a game ] to intellectual property in other media may solicit game concepts from several designers before picking one to design a game.
Technological advances have provided new ] for games throughout history. The printing press allowed packs of ], adapted from ] tiles, to be mass produced, leading to many new ]. Accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize ]. Cheap bookbinding (printed labels wrapped around cardboard) led to mass produced ] with custom boards. Inexpensive (hollow) lead figurine casting contributed to the development of ]. Cheap custom dice led to ]. ]s led to ] and ]. ] contributed to the popularity of ], leading to the wide availability of ] and ]. ] have led to a proliferation of ].


===Design===
The first games in a new media are frequently adaptions of older games. ], one of the first widely disseminated video games, adapted ]. Later games will often exploit distinctive properties of a new media. Adapting older games and creating original games for new media are both examples of game design.
During design, a game concept is fleshed out. Mechanisms are specified in terms of components (boards, cards, tokens, etc.) and rules. The play sequence and possible player actions are defined, as well as how the game starts, ends, and win conditions (if any).


===Prototypes and play testing===
==Design elements==
A game prototype is a draft version of a game used for testing. Uses of prototyping include exploring new game design possibilities and technologies.<ref name=":0">{{Cite journal |last1=Manker |first1=Jon |last2=Arvola |first2=Mattias |date=January 2011 |title=Prototyping in Game Design: Externalization and Internalization of Game Ideas |url=https://www.researchgate.net/publication/265974873 |journal=Proceedings of Hci 2011 - 25th BCS Conference on Human-Computer Interaction |language=en |access-date=2 October 2018}}</ref>


Play testing is a major part of game development. During testing, players play the prototype and provide feedback on its gameplay, the usability of its components, the clarity of its goals and rules, ease of learning, and entertainment value. During testing, various ] issues may be identified, requiring changes to the game's design. The developer then revises the design, components, presentation, and rules before testing it again. Later testing may take place with ] to test consumer reactions before publication.
Games can be characterized by "what the player does."<ref name="craw">
{{cite book
|title=]
|isbn=0-88134-117-7
|last=Crawford
|first=Chris
|authorlink=Chris Crawford (game designer)
|year=2003
|publisher=New Riders
}}</ref> This is often referred to as ]. Major key elements identified in this context are tools and rules that define the overall context of game.


===Tools of play=== ==History==
===Folk process===
Games are often classified by the components required to play them (e.g. ], a ], ]s, ], or a ]). In places where the use of ] is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as ], ], ], ], ], and ]. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of ]s. Other games such as ] may be traced primarily through the development and evolution of its game pieces.
Many games have ancient origins and were not designed in the modern sense, but gradually evolved over time through play. The rules of these games were not codified until early modern times and their features gradually developed and changed through the ]. For example, sports (see ]), gambling, and ] are known, respectively, to have existed for at least nine thousand,<ref>{{Cite web |title=Hartsell, Jeff., Wrestling 'in our blood,' says Bulldogs' Luvsandorj, 17 March 2011 |url=http://www.postandcourier.com/article/20110317/PC20/303179904 |url-status=dead |archive-url=https://web.archive.org/web/20160303221738/http://www.postandcourier.com/article/20110317/PC20/303179904 |archive-date=3 March 2016 |access-date=8 January 2017}}</ref> six thousand,<ref>{{Cite book |last=Bose |first=M. L. |url=https://books.google.com/books?id=t_PpdZosif4C&pg=PA179 |title=Social And Cultural History Of Ancient India |publisher=Concept Publishing Company |year=1998 |isbn=978-81-7022-598-0 |edition=revised & Enlarged |page=179}}</ref> and four thousand years.<ref name="Soubeyrand">{{Cite web |last=Soubeyrand |first=Catherine |title=The Game of Senet |url=http://www.gamecabinet.com/history/Senet.html |access-date=25 October 2014}}</ref> Tabletop games played today whose descent can be traced from ancient times include ],<ref>{{Cite book |last=Panaino |first=Antonio |title=La novella degli scacchi e della tavola reale |publisher=Mimesis |year=1999 |isbn=88-87231-26-5 |location=Milano}}</ref><ref>Andreas Bock-Raming, The Gaming Board in Indian Chess and Related Board Games: a terminological investigation, Board Games Studies 2, 1999</ref> ],<ref name="chronology2">{{cite web |title=Warring States Project Chronology #2 |url=http://www.umass.edu/wsp/project/introductions/chronology2.html |url-status=dead |archive-url=https://web.archive.org/web/20071219225436/http://www.umass.edu/wsp/project/introductions/chronology2.html |archive-date=2007-12-19 |access-date=2007-11-30 |publisher=University of Massachusetts Amherst}}</ref> ],<ref>{{Cite journal |last=Lal |first=B.B |title=The Painted Grey Ware culture of the Iron age |url=https://en.unesco.org/silkroad/sites/default/files/knowledge-bank-article/vol_I%20silk%20road_the%20painted%20grey%20ware%20culture%20of%20the%20iron%20age.pdf |url-status=live |journal=Silk Road |volume=I |pages=426–427 |archive-url=https://web.archive.org/web/20210519224534/https://en.unesco.org/silkroad/sites/default/files/knowledge-bank-article/vol_I%20silk%20road_the%20painted%20grey%20ware%20culture%20of%20the%20iron%20age.pdf |archive-date=2021-05-19}}</ref> ],<ref>{{cite web |title=Mancala |url=https://www.savannahafricanartmuseum.org/2020-workshops/05-2#:~:text=There%20is%20archeological%20and%20historical,floor%20of%20a%20Neolithic%20dwelling. |access-date=3 May 2023 |website=Savannah African Art Museum }}</ref><ref>{{cite journal |last1=Natsoulas |date=1995 |title=The Game of Mancala with Reference to Commonalities among the Peoples of Ethiopia and in Comparison to Other African Peoples: Rules and Strategies |url=https://www.jstor.org/stable/41931202 |journal=Northeast African Studies |volume=2 |issue=2 |pages=7–24 |doi=10.1353/nas.1995.0018 |jstor=41931202 |access-date=3 May 2023}}</ref> and ].<ref name="arts">{{cite book |url=https://books.google.com/books?id=lItMAAAAYAAJ |title=Arts of Asia |date=1999 |page=122 |access-date=22 March 2023}}</ref> These games are not considered to have had a designer or been the result of a contemporary ].


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 ], ], and ] led to the commercial game ] in the mid-1950s.<ref name="Wood">Wood, Clement and Goddard, Gloria, ''The Complete Book of Games'', Halcyon House, NY, 1938</ref><ref>{{cite web |last1=Coopee |first1=Todd |date=August 7, 2017 |title=Yahtzee from the E.S. Lowe Company |url=https://toytales.ca/yahtzee-eslowe-company-1956/ |website=ToyTales.ca}}</ref>
Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, ], or an intangible item such as a point scored.


Today, many commercial games, such as ], ], ], or ], are descended from traditional ]. Adapting traditional games to become commercial properties is an example of game design. Similarly, many sports, such as soccer and ], are the result of folk processes, while others were designed, such as ], invented in 1891 by ].<ref>{{Cite web |title=YMCA International – World Alliance of YMCAs: Basketball : a YMCA Invention |url=http://www.ymca.int/who-we-are/history/basketball-a-ymca-invention/ |url-status=dead |archive-url=https://web.archive.org/web/20160314065438/http://www.ymca.int/who-we-are/history/basketball-a-ymca-invention/ |archive-date=March 14, 2016 |access-date=March 22, 2016 |website=www.ymca.int}}</ref><ref>{{cite news |title=The Greatest Canadian Invention |url=http://www.cbc.ca/inventions/inventions.html |url-status=dead |archive-url=https://web.archive.org/web/20101203114542/http://www.cbc.ca/inventions/inventions.html |archive-date=December 3, 2010 |work=CBC News}}</ref>
Games such as ] or ] 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 ] building differs from the same game in a ]; an ] can be radically different depending on the ] or ] course, even with the same cars.


===Rule development=== ===New media===
The first games in a new medium are frequently adaptations of older games. Later games 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.
{{see also|Game mechanics|gameplay|Balance (game design)}}


Technological advances have provided new media for games throughout history. For example, accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize ].{{Source needed|date=October 2024}} Cheap bookbinding (printed labels wrapped around cardboard) led to mass-produced ] with custom boards.{{Source needed|date=October 2024}} Inexpensive (hollow) lead figurine casting contributed to the development of ].{{Source needed|date=October 2024}} Cheap custom dice led to ].{{Source needed|date=October 2024}} ]s led to ].<ref>{{cite book |last=Malafronte |first=Victor A. |url=https://archive.org/details/completebookoffr00mala |title=The Complete Book of Frisbee: The History of the Sport & the First Official Price Guide |publisher=American Trends Publishing Company |others=Rachel Forbes (illus.) |year=1998 |isbn=0-9663855-2-7 |editor=F. Davis Johnson |location=Alameda, Cal. |oclc=39487710 |url-access=registration}}</ref><ref name="wfdf1">{{cite web |date=November 22, 2018 |title=History of Ultimate |url=https://discsportshistory.com/history-of-ultimate-frisbee/ |access-date=November 13, 2023 |work=Timeline of Events in Ultimate History}}</ref>
Whereas games are often characterized by their tools, they are often defined by their rules. While rules are ], 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 ]-rules.
== Purposes ==
Games can be designed for entertainment, education, exercise or experimental purposes. Additionally, elements and principles of game design can be applied to other interactions, in the form of ]. Games have historically inspired seminal research in the fields of ], ], economics, and ]. Applying game design to itself is a current research topic in ].


===Educational purposes===
Rules generally determine turn order, the rights and responsibilities of the players, and each player’s goals. Player rights may include when they may spend resources or move tokens.
{{Further|Learning through play}}


By learning through play{{efn|a term used in education and ] to describe how a child can learn to make sense of the world around them}} children can develop social and ] skills, mature emotionally, and gain the ] required to engage in new experiences and environments.<ref>Human growth and the development of personality, Jack Kahn, Susan Elinor Wright, ], {{ISBN|978-1-59486-068-3}}</ref> 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.<ref>Learning, playing, and interacting. Good practice in the early years foundation stage. Page 9{{full citation needed|date=December 2014}}</ref>
====Victory conditions====
Common win conditions are being first to amass a certain quota of points or tokens (as in ]), having the greatest number of tokens at the end of the game (as in ]), or some relationship of one’s game tokens to those of one’s opponent (as in chess's ]).


Play develops children's content knowledge and provides children the opportunity to develop social skills, competencies, and disposition to learn.<ref>Wood, E. and J. Attfield. (2005). Play, learning, and the early childhood curriculum. 2nd ed. London: Paul Chapman</ref> Play-based learning is based on a Vygotskian model of ] where the teacher pays attention to specific elements of the play activity and provides encouragement and feedback on children's learning.<ref name="text2">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.</ref> When children engage in real-life and imaginary activities, play can be challenging in children's thinking.<ref>Whitebread, D., Coltman, P., Jameson, H. & Lander, R. (2009). Play, cognition, and self-regulation: What exactly are children learning when they learn through play? Educational & Child Psychology, 26(2), 40–52.</ref> To extend the learning process, sensitive intervention can be provided with adult support when necessary during play-based learning.<ref name="text2" />
===Single or multiplayer===


==Design issues by game type==
Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Many games described as "single-player" may be termed actually puzzles or recreations. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time, or against chance.
Different types of games pose specific game design issues.


===Storyline and plot=== ===Board games===
] 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.<ref name="neyfakh">Neyfakh, Leon. "Quest for fun; Sometimes the most addictive new technology comes in a simple cardboard box". '']''. 11 March 2012</ref> Maintaining the players' interest throughout the gameplay experience is the goal of board game design.<ref name="wadley">Wadley, Carma. "Rules of the game: Do you have what it takes to invent the next 'Monopoly'?" '']''. 18 November 2008.</ref> 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.<ref name="wadley" /> 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 ] in character and their design is primarily focused on a core set of simple rules. Of those that are still played today, games like ] ({{Circa|400 BC}}), ] ({{Circa|700 AD}}), and ] ({{Circa|600 AD}}) have gone through many presentational and/or rule variations. In the case of chess, for example, ] are developed constantly, to focus on certain aspects of the game, or just for variation's sake.
===Luck and strategy===
A game’s tools and rules will result in its requiring ], ], ], or a combination thereof, and are classified accordingly.


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 ] mores. Academic (e.g. history and geography) and moral didacticism were important design features for traditional games, and ] associations between dice and the ] meant that early American game designers eschewed their use in board games entirely.<ref name="johnson">Johnson, Bruce E. "Board games: affordable and abundant, boxed amusements from the 1930s and '40s recall the cultural climate of an era." '']''. 1 December 1997.</ref> Even traditional games that did use dice, like '']'' (based on the 1906 '']''), 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.<ref name="johnson" />
] include games of physical skill, such as ], ], ], ], and ], and games of mental skill such as ] and ]. ] include checkers, chess, ], ], and ], and often require special equipment to play them. ] include gambling games (], ], ], etc.), as well as ] and ]; most require equipment such as cards or ].


Recent developments in modern board game design can be traced to the 1980s in Germany, and have led to the increased popularity of "]s" (also known as "Eurogames" or "designer games"). The design emphasis of these board games is to give players meaningful choices.<ref name="neyfakh" /> 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 ] has described as "elegant game design".<ref name="neyfakh" /> The concept of elegant game design has been identified by '']'''s Leon Neyfakh as related to ]'s the concept of "]" from his 1990 book, "Flow: The Psychology of Optimal Experience".<ref name="neyfakh" />
Most games contain two or all three of these elements. For example, ] and ] involve both physical skill and strategy while ], ], and ] combine strategy and chance. Many card and board games combine all three; most ]s involve mental skill, strategy, and an element of chance, as do many strategic board games such as ], ], and ].


Modern technological advances have had a democratizing effect on board game production, with services like ] providing designers with essential startup capital and tools like ] facilitating the production of game pieces and board game prototypes.<ref>Whigfield, Nick. "Video Hasn't Killed Interest in Board Games; New Technologies Have Contributed to Revival of Tabletop Entertainment". '']''. 12 May 2014.</ref><ref>Hesse, Monica. "Rolling the dice on a jolly good pastime". '']''. 29 August 2011.</ref> A modern adaptation of figure games are ]s like '']''.
===Use as educational tool===


==Development process== ===Card games===
]s can be designed as gambling games, such as ], or simply for fun, such as ]. 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.


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 ], 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 ].
===Development team===


===Testing=== ===Dice games===
] and a dice cup]]


Dice games differ from card games in that each throw of the dice is an ], whereas the odds of a given card being drawn are affected by all the previous cards drawn or revealed from a deck. For this reason, 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 '']''.
==Types==
{{main|List of types of games}}


===Board games=== ===Casino games===
{{See also|House edge}}
Board game 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 creates a sense of purpose for the duration of the game.<ref name=neyfakh>Neyfakh, Leon. "Quest for fun; Sometimes the most addictive new technology comes in a simple cardboard box". '']''. 11 March 2012</ref> Maintaining the players' interest throughout the gameplay experience is the goal of board game design.<ref name=wadley>Wadley, Carma. "Rules of the game: Do you have what it takes to invent the next 'Monopoly'?" '']''. 18 November 2008.</ref> 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.<ref name=wadley/> Beyond this, board game design reflects the culture in which the board game is produced.
] for a ] can range widely between 2 and 15 percent.<ref>]. "". Wizardofodds.com. Retrieved 9 December 2013.</ref>]]
] 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 ] on an existing casino game.<ref name="lubin">Lubin, Dan. "Casino Game Design: From Cocktail Napkin Sketch to Casino Floor". Available: . {{webarchive|url=https://web.archive.org/web/20120904111634/http://gamingmath.com/misc/casino-game-design.pdf|date=4 September 2012}}. Retrieved 13 December 2014.</ref>


Casino game mathematician, ] has noted that it is much more common for casino game designers today to make successful variations than entirely new casino games.<ref name="shackleford">]. "". Wizardofodds.com. Retrieved 13 December 2014.</ref> Gambling columnist ] points to the emergence of community-style ]s in the mid-1990s, for example, as a successful variation on an existing casino game type.<ref>]. "Gaming Guru: Tracing Back the Roots of Some Popular Gaming Machines at Casinos". '']''. 28 August 2013.</ref>
The most ancient board games known today are over 5000 years old. They are frequently ] in character and their design is primarily focused on a core set of simple rules. Of those that are still played today, games like ] (c.400BC), ] (c.700AD), and ] (c.600AD) have gone through many presentational and/or rule variations. In the case of chess, for example, ] are developed constantly, to focus on certain aspects of the game, or just for variation's sake.


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 ] and maximize revenue from ]s. Successful casino game design works to provide entertainment for the player and revenue for the gambling house.
Traditional board games date from the 19th and early 20th century. Whereas ancient board game design was primarily focused on rules alone, traditional board games were often influenced by ] mores. Academic (e.g. history and geography) and moral didacticism were important design features for traditional games, and ] associations between dice and the ] meant that early American game designers eschewed their use in board games entirely.<ref name=johnson>Johnson, Bruce E. "Board games: affordable and abundant, boxed amusements from the 1930s and '40s recall the cultural climate of an era." '']''. 1 December 1997.</ref> Even traditional games that did use dice, like '']'' (based on the 1906 '']''), 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.<ref name=johnson/>


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<ref name="shackleford" />), and that provide players with a variety of different gameplay postures (e.g. ]).<ref name="lubin" /> Player entertainment value is also enhanced by providing gamblers with familiar gaming elements (e.g. dice and cards) in new casino games.<ref name="lubin" /><ref name="shackleford" />
Recent developments in modern board game design can be traced to the 1980s in Germany, and have led to increased popularity of "]s" (also known as "Eurogames" or "designer games"). The design emphasis of these board games is to give players meaningful choices.<ref name=neyfakh/> 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 ] has described as "elegant game design".<ref name=neyfakh/> The concept of elegant game design has been identified by '']'''s Leon Neyfakh as related to ]'s concept of "]" from his 1990 book, "Flow: The Psychology of Optimal Experience".<ref name=neyfakh/>


To maximise success for the gambling house, casino games are designed to be easy for ]s to operate and for ]s to oversee.<ref name="lubin" /><ref name="shackleford" />
Modern technological advances have had a democratizing effect on board game design, with services like ] providing designers with essential startup capital and tools like ] facilitating the production of game pieces and board game prototypes.<ref>Whigfield, Nick. "Video Hasn't Killed Interest in Board Games ; New Technologies Have Contributed to Revival of Tabletop Entertainment". '']''. 12 May 2014.</ref><ref>Hesse, Monica. "Rolling the dice on a jolly good pastime". '']''. 29 August 2011.</ref> A modern adaptation of figure games are ]s like '']''.


The two most fundamental rules of casino game design are that the games must be non-fraudable<ref name="lubin" /> (including being as nearly as possible immune from ]<ref name="shackleford" />) 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%.<ref name="shackleford" />
===Card games===
{{expand section|date=May 2014}}
The design of card games is constricted by the type of the ], like ] or the ] Latin decks. Card games can be played for fun, like ], or for profit like ].


===Tabletop role-playing games===
In Asian cultures, special sets of tiles can serve the same function as cards, as in ], a game similar to (and thought to be the distant ancestor of) the Western card game ]. Western ] games are believed to have developed from Asian tile games in the 18th century.
{{Main article|Tabletop role-playing game}}


{{see also|List of role-playing game designers}}
'']'' was the first ] (or "trading card game") in 1993.{{Citation needed|date=December 2014}}


The design of ] typically requires the establishment of ], ], and ]. After a role-playing game is produced, additional design elements are often devised by the players themselves. In many instances, for example, ] is left to the players.
The line between card and board games is not clear-cut, as many card games, such as ], involve playing cards to form a "tableau", a spatial layout or board. Many board games, in turn, uses specialized decks of cards as randomization devices, such as a sub-type of wargames called ].


Early ] developed on ] design forums in the early 2000s.<ref name="threefold"> by John Kim</ref><ref name="gen"> by Scarlet Jester</ref><ref name="gns">, with the key articles to GNS Theory/Forge Theory</ref><ref name="color"> by Fabien Ninoles</ref><ref name="channel"> {{webarchive|url=https://web.archive.org/web/20110708122239/http://carrollsweb.com/crkdface/|date=2011-07-08}}, by Larry Hols</ref>
===Dice games===
Dice games are among the oldest known games and have often been associated with ]. Non-gambling dice games, such as ], ], or ] became popular in the mid-20th century.


==Game studies==
The line between dice and board games is not clear-cut, as dice are often used as randomization devices in board games, such as ] or ], while serving as the central drivers of play in games such as ] or ].
{{main|Game studies}}
{{Not to be confused with|Game theory}}


Game design is a topic of study in the academic field of game studies. Game studies 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 ]. 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.<ref>Konzack, Lars (2007). "Rhetorics of Computer and Video Game Research" in Williams & Smith (ed.) The Players' Realm: Studies on the Culture of Video Games and gaming. McFarland.</ref>
===Casino games===
{{expand section|date=May 2014}}
{{main|Casino game}}
The central aim of casino game design is to optimise the ] and maximise revenue from ]s.


Social scientific approaches have concerned themselves 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 the impacts that playing games have on people and the role of games in everyday life.<ref name="Crawford 2012">{{Cite book |last=Crawford |first=G. |author-link=Garry Crawford |title=Video Gamers |publisher=Routledge |year=2012 |location=London}}</ref>
===Role-playing games===


Humanities approaches have concerned themselves 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 games play in people's lives and the meanings players assign to their experiences.<ref>Consalvo, 2007{{full citation needed|date=December 2014}}</ref>
There is no central core for ] theory because different people want such different things out of the games. Probably the most famous category of RPG theory, ] assumes that people want one of three things out of the game - a better, more interestingly challenging game, to create a more interesting ], or a better simulation – in other words better rules to support ]. 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 ]) 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.{{Citation needed|date=December 2014}}


From within the game industry, central questions include, "How can we create better games?" and, "What makes a game good?" "Good" can be taken to mean different things, including providing an entertaining experience, being easy to learn and play, being innovative, educating the players, and/or generating novel experiences.<ref>{{Cite journal |last=Griffiths |first=M. |year=1999 |title=Violent video games and aggression: A review of the literature |url=http://ocw.metu.edu.tr/pluginfile.php/2352/mod_resource/content/1/Griffiths_LitReview.pdf |url-status=live |journal=Aggression and Violent Behavior |volume=4 |issue=2 |pages=203–212 |doi=10.1016/S1359-1789(97)00055-4 |archive-url=https://web.archive.org/web/20131126121553/http://ocw.metu.edu.tr/pluginfile.php/2352/mod_resource/content/1/Griffiths_LitReview.pdf |archive-date=26 November 2013}}</ref><ref>Rollings and Morris, 2000; Rouse III, 2001{{full citation needed|date=December 2014}}</ref><ref>Fabricatore et al., 2002; Falstein, 2004{{full citation needed|date=December 2014}}</ref>
===Sport===

===Video games===
{{expand section|date=May 2014}}

Video game design is a process that takes place in the ] phase of video game development. In the video game industry, game design describes the creation of the content and rules of a video game.<ref name=Brathwaite>{{cite book | title=Challenges for Game Designers | last1=Brathwaite | first1=Brenda | authorlink1 = Brenda Brathwaite | last2=Schreiber | first2=Ian | pages=2–5 | year=2009 | publisher=Charles River Media | isbn=158450580X}}</ref> 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.<ref name=Brathwaite/> ] such as the establishment of fundamental ] rules provide a framework within which players will operate, while the addition of ] structures provide players with a reason to care about playing the game.<ref>{{cite book | title=Video Game Design Revealed | last=Lecky-Thompson | first=Guy W. | pages=43–45 | year=2008 | publisher=Cengage Learning | isbn=1584506075 }}</ref> To establish the rules and narrative, an internally-consistent ] is created, requiring visual, audio, and programming development for world, ], and ]. The amount of work that is required to accomplish this often demands the use of a design team which may be divided into smaller ].<ref>{{cite book | title=The Ultimate Guide to Video Game Writing and Design | last1=Dille | first1=Flint | authorlink1 = Flint Dille |last2=Platten | first2=John Zuur| pages=137–149 | year=2007 | publisher=Lone Eagle | isbn=158065066X }}</ref> In order to maintain internal consistency between the teams, a specialized ] known as a "]" (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.<ref>{{cite book | title=Level Up!: The Guide to Great Video Game Design | last1=Rogers | first1=Scott | pages=57–81 | year=2010 | publisher=John Wiley & Sons | isbn=0470970928 }}</ref>

An important aspect of video game design is ].<ref name="PippinBarr.com">{{cite web | url=http://www.pippinbarr.com/academic/Pippin_Barr_PhD_Thesis.pdf | title=Video Game Values - Play as Human-Computer Interaction | accessdate=December 9, 2014 | author=Barr, Pippin | format=PDF}}</ref>

===War games===
{{expand section|date=May 2014}}
The first military war games, or ], were designed in ] in the 19th century to train staff officers.<ref name="KRIEG">{{cite news|url=http://www.spiegel.de/netzwelt/spielzeug/0,1518,625745,00.html|title=Wie preußische Militärs den Rollenspiel-Ahnen erfanden|last=Lischka|first=Konrad|date=22 June 2009|work=]|language=German|accessdate=15 February 2010}}</ref> They are also ].

Modern war games are designed to test ], ] and ] in full scale exercises with ]s at venues like the ], ] and the ], involving ] countries.


==See also== ==See also==
Line 139: Line 129:
* ] * ]
* ] * ]

== Notes ==
{{notelist|30em}}


==References== ==References==
{{reflist}} {{reflist|30em}}


==Further reading== ==Further reading==
* {{Cite book |last=Bates |first=Bob |title=Game Design |publisher=Thomson Course Technology |year=2004 |isbn=978-1-59200-493-5 |edition=2nd |ref=Bates}}
* Baur, Wolfgang. ''Complete Kobold Guide to Game Design''. Open Design LLC 2012. ISBN 978-1936781065
* {{cite book|last1=Baur|first1=Wolfgang|title=Complete Kobold Guide to Game Design|publisher=Open Design LLC|year=2012|isbn=978-1936781065}}
* Burgun, Keith. ''Game Design Theory: A New Philosophy for Understanding Games''. Publisher: A K Peters/CRC Press 2012. ISBN 978-1466554207
* {{cite book|last1=Burgun|first1=Keith|title=Game Design Theory: A New Philosophy for Understanding Games|publisher=A K Peters/CRC Press|year=2012|isbn=978-1466554207}}
* Costikyan, Greg. ''Uncertainty in Games''. MIT Press 2013. ISBN 978-0262018968
* {{cite book|last1=Costikyan|first1=Greg|title=Uncertainty in Games|publisher=MIT Press|year=2013|isbn=978-0262018968}}
* Elias, George Skaff. ''Characteristics of Games''. MIT Press 2012. ISBN 978-0262017138
* {{cite book|last1=Elias|first1=George Skaff|title=Characteristics of Games|publisher=MIT Press|year=2012|isbn=978-0262017138}}
* Hofer, Margaret. ''The Games We Played: The Golden Age of Board & Table Games''. Princeton Architectural Press 2003. ISBN 978-1568983974
* {{cite book|last1=Hofer|first1=Margaret|title=The Games We Played: The Golden Age of Board & Table Games|publisher=Princeton Architectural Press|year=2003|isbn=978-1568983974}}
* Huizinga, Johan. ''Homo Ludens: A Study of the Play-Element in Culture''. Beacon Press 1971. ISBN 978-0807046814
* {{cite book|last1=Huizinga|first1=Johan|title=Homo Ludens: A Study of the Play-Element in Culture|publisher=Beacon Press|year=1971|isbn=978-0807046814}}
* Kankaanranta, Marja Helena. ''Design and Use of Serious Games (Intelligent Systems, Control and Automation: Science and Engineering)''. Springer 2009. ISBN 978-9048181414.
* {{cite book|last1=Kankaanranta|first1=Marja Helena|title=Design and Use of Serious Games|series=Intelligent Systems, Control and Automation: Science and Engineering|publisher=Springer|year= 2009|isbn=978-9048181414}}.
* Norman, Donald A. ''The Design of Everyday Things''. Basic Books 2002. ISBN 978-0465067107.
* {{Cite book |last1=Moore |first1=Michael E. |title=Game Industry Career Guide |last2=Novak |first2=Jeannie |publisher=Cengage Learning |year=2010 |isbn=978-1-4283-7647-2 |location=Delmar |ref=MoNov}}
* Peek, Steven. ''The Game Inventor's Handbook''. Betterway Books 1993. ISBN 978-1558703155
* {{cite book|last1=Norman|first1=Donald A.|title=The Design of Everyday Things|publisher=Basic Books|year=2002|isbn=978-0465067107}}.
* Peterson, Jon. ''Playing at the World''. Unreason Press 2012. ISBN 978-0615642048.
* {{Cite book |last=Oxland |first=Kevin |title=Gameplay and design |publisher=Addison Wesley |year=2004 |isbn=978-0-321-20467-7 |ref=Oxland}}
* Schell, Jesse. ''The Art of Game Design: A book of lenses''. CRC Press 2008. ISBN 978-0123694966
* {{cite book|last1=Peek|first1=Steven|title=The Game Inventor's Handbook|publisher=Betterway Books|year=1993|isbn=978-1558703155}}
* Salen Tekinbad, Katie. ''Rules of Play: Game Design Fundamentals''. The MIT Press 2003. ISBN 978-0262240451.
* {{cite book|last1=Peterson|first1=Jon|title=Playing at the World|publisher=Unreason Press|year= 2012|isbn=978-0615642048}}.
* 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. ISBN 978-1600374470
* {{cite book|last1=Salen Tekinbad|first1=Katie|title=Rules of Play: Game Design Fundamentals|publisher=The MIT Press|year=2003|isbn=978-0262240451}}.
* Woods, Stewart. ''Eurogames: The Design, Culture and Play of Modern European Board Games''. McFarland 2012. 978-0786467976
* {{cite book|last1=Schell|first1=Jesse|title=The Art of Game Design: A book of lenses|publisher=CRC Press|year=2008|isbn=978-0123694966}}
* {{Cite book |last=Somberg |first=Guy |url=https://rit.skillport.com/skillportfe/main.action?assetid=RW$35081:_ss_book:138767#summary/BOOKS/RW$35081:_ss_book:138767 |title=Game Audio Programming 2: Principles and Practices |date=6 September 2018 |publisher=CRC Press 2019 |isbn=9781138068919 |access-date=18 October 2019 |archive-date=9 April 2022 |archive-url=https://web.archive.org/web/20220409031100/https://rit.skillport.com/skillportfe/main.action?assetid=RW$35081:_ss_book:138767#summary/BOOKS/RW$35081:_ss_book:138767 |url-status=dead }}
* {{cite book|last1=Tinsman|first1=Brian|title=The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!|publisher=Morgan James Publishing|year=2008|isbn=978-1600374470}}
* {{cite book|last1=Woods|first1=Stewart|title=Eurogames: The Design, Culture and Play of Modern European Board Games|publisher=McFarland|year= 2012|isbn=978-0786467976}}
* {{cite book|last1=Zubek|first1=Robert|date=August 2020|title=Elements of Game Design|publisher=The MIT Press|isbn=9780262043915|url=https://mitpress.mit.edu/books/elements-game-design}}


{{Design}} {{Design}}
{{Game design}}
{{Types of games}} {{Types of games}}
{{Authority control}}


]
] ]
]
] ]

Latest revision as of 23:36, 18 December 2024

Process of creating game content and rulesThis article is about analog game design. For digital game design, see video game design.

Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, war games, or simulation games.

Charles Darrow's 1935 patent for Monopoly includes specific design elements developed during the prototype phase. Prototypes are common in the later stages of board game design, and "prototype circles" provide an opportunity for designers to play and critique each other's games.

In Elements of Game Design, game designer Robert Zubek defines game design by breaking it down into three elements:

  • Game mechanics and systems, which are the rules and objects in the game.
  • Gameplay, which is the interaction between the player and the mechanics and systems. In Chris Crawford on Game Design, the author summarizes gameplay as "what the player does".
  • Player experience, which is how users feel when they are playing the game.

In academic research, game design falls within the field of game studies (not to be confused with game theory, which studies strategic decision making, primarily in non-game situations).

Process of design

Game design is part of a game's development from concept to final form. Typically, the development process is iterative, 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 a person who invents a game's concept, central mechanisms, rules, and themes. Game designers may work alone or in teams.

Game developer

A game developer is a person who fleshes out the details of a game's design, oversees its testing, and revises the game in response to player feedback.

Often game designers also do development work on the same project. However, some publishers commission extensive development of games to suit their target audience after licensing a game from a designer. For larger games, such as collectible card games, designers and developers work in teams with separate roles.

Game artist

A game artist creates visual art for games. Game artists are often vital to role-playing games and collectible card games.

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.

Concept

A game concept is an idea for a game, briefly describing its core play mechanisms, objectives, themes, and who the players represent.

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.

Design

During design, a game concept is fleshed out. Mechanisms are specified in terms of components (boards, cards, tokens, etc.) and rules. The play sequence and possible player actions are defined, as well as how the game starts, ends, and win conditions (if any).

Prototypes and play testing

A game prototype is a draft version of a game used for testing. Uses of prototyping include exploring new game design possibilities and technologies.

Play testing is a major part of game development. During testing, players play the prototype and provide feedback on its gameplay, the usability of its components, the clarity of its goals and rules, ease of learning, and entertainment value. During testing, various balance issues may be identified, requiring changes to the game's design. The developer then revises the design, components, presentation, and rules before testing it again. Later testing may take place with focus groups to test consumer reactions before publication.

History

Folk process

Many games have ancient origins and were not designed in the modern sense, but gradually evolved over time through play. The rules of these games were not codified until early modern times and their features gradually developed and changed through the folk process. For example, sports (see history of sports), gambling, and board games are known, respectively, to have existed for at least nine thousand, six thousand, and four thousand years. Tabletop games played today whose descent can be traced from ancient times include chess, go, pachisi, mancala, and pick-up sticks. These games are not considered to have had a designer or been the result of a contemporary design process.

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, and Yatzy led to the commercial game Yahtzee in the mid-1950s.

Today, many commercial games, such as Taboo, 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, are the result of folk processes, while others were designed, such as basketball, invented in 1891 by James Naismith.

New media

The first games in a new medium are frequently adaptations of older games. Later games 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.

Technological advances have provided new media for games throughout history. For example, 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 with custom boards. Inexpensive (hollow) lead figurine casting contributed to the development of miniature wargaming. Cheap custom dice led to poker dice. Flying discs led to Ultimate frisbee.

Purposes

Games can be designed for entertainment, education, exercise or experimental purposes. Additionally, elements and principles of game design can be applied to other interactions, in the form of gamification. Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, and optimization theory. Applying game design to itself is a current research topic in metadesign.

Educational purposes

Further information: Learning through play

By learning through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence 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 where the teacher pays attention to specific elements of the play activity and provides encouragement and feedback on children's learning. 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.

Design issues by game type

Different types of games pose specific game design issues.

Board games

Board game 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. Maintaining the players' interest throughout the gameplay experience is the goal of board game design. 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. 400 BC), mancala (c. 700 AD), and chess (c. 600 AD) 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 associations between dice and the Devil meant that early American game designers eschewed their use in board games entirely. Even traditional games that did use dice, like Monopoly (based on the 1906 The Landlord's Game), 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 games" (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 has described as "elegant game design". The concept of elegant game design has been identified by The Boston Globe's Leon Neyfakh as related to Mihaly Csikszentmihalyi'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 facilitating the production of game pieces and board game prototypes. A modern adaptation of figure games are miniature wargames like Warhammer 40,000.

Card games

Card games can be designed as gambling games, such as Poker, or simply for fun, such as Go Fish. 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.

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 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.

Dice games

A set of poker dice and a dice cup

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. For this reason, 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.

Casino games

See also: House edge
All casino games are designed to mathematically favor the house. The house edge for a slot machine can range widely between 2 and 15 percent.

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.

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. 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. 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%.

Tabletop role-playing games

Main article: Tabletop role-playing game See also: List of role-playing game designers

The design of tabletop role-playing games typically requires the establishment of setting, characters, and 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.

Early role-playing game theories developed on indie role-playing game design forums in the early 2000s.

Game studies

Main article: Game studies Not to be confused with Game theory.

Game design is a topic of study in the academic field of game studies. Game studies 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. 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.

Social scientific approaches have concerned themselves 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 the impacts that playing games have on people and the role of games in everyday life.

Humanities approaches have concerned themselves 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 games play in people's lives and the meanings players assign to their experiences.

From within the game industry, central questions include, "How can we create better games?" and, "What makes a game good?" "Good" can be taken to mean different things, including providing an entertaining experience, being easy to learn and play, being innovative, educating the players, and/or generating novel experiences.

See also

Notes

  1. a term used in education and psychology to describe how a child can learn to make sense of the world around them

References

  1. ^ Neyfakh, Leon. "Quest for fun; Sometimes the most addictive new technology comes in a simple cardboard box". Boston Globe. 11 March 2012
  2. ^ Wadley, Carma. "Rules of the game: Do you have what it takes to invent the next 'Monopoly'?" Deseret News. 18 November 2008.
  3. Zubek, Robert (18 August 2020). Elements of Game Design. The MIT Press. ISBN 9780262043915. Retrieved 13 November 2020.
  4. Crawford, Chris (2003). Chris Crawford on Game Design. New Riders. ISBN 978-0-88134-117-1.
  5. Exhibitions: The Art of Video Games – Accessed 17 November 2012.
  6. Manker, Jon; Arvola, Mattias (January 2011). "Prototyping in Game Design: Externalization and Internalization of Game Ideas". Proceedings of Hci 2011 - 25th BCS Conference on Human-Computer Interaction. Retrieved 2 October 2018.
  7. "Hartsell, Jeff., Wrestling 'in our blood,' says Bulldogs' Luvsandorj, 17 March 2011". Archived from the original on 3 March 2016. Retrieved 8 January 2017.
  8. Bose, M. L. (1998). Social And Cultural History Of Ancient India (revised & Enlarged ed.). Concept Publishing Company. p. 179. ISBN 978-81-7022-598-0.
  9. Soubeyrand, Catherine. "The Game of Senet". Retrieved 25 October 2014.
  10. Panaino, Antonio (1999). La novella degli scacchi e della tavola reale. Milano: Mimesis. ISBN 88-87231-26-5.
  11. Andreas Bock-Raming, The Gaming Board in Indian Chess and Related Board Games: a terminological investigation, Board Games Studies 2, 1999
  12. "Warring States Project Chronology #2". University of Massachusetts Amherst. Archived from the original on 19 December 2007. Retrieved 30 November 2007.
  13. Lal, B.B. "The Painted Grey Ware culture of the Iron age" (PDF). Silk Road. I: 426–427. Archived (PDF) from the original on 19 May 2021.
  14. "Mancala". Savannah African Art Museum. Retrieved 3 May 2023.
  15. Natsoulas (1995). "The Game of Mancala with Reference to Commonalities among the Peoples of Ethiopia and in Comparison to Other African Peoples: Rules and Strategies". Northeast African Studies. 2 (2): 7–24. doi:10.1353/nas.1995.0018. JSTOR 41931202. Retrieved 3 May 2023.
  16. Arts of Asia. 1999. p. 122. Retrieved 22 March 2023.
  17. Wood, Clement and Goddard, Gloria, The Complete Book of Games, Halcyon House, NY, 1938
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Further reading

  • Bates, Bob (2004). Game Design (2nd ed.). Thomson Course Technology. ISBN 978-1-59200-493-5.
  • Baur, Wolfgang (2012). Complete Kobold Guide to Game Design. Open Design LLC. ISBN 978-1936781065.
  • Burgun, Keith (2012). Game Design Theory: A New Philosophy for Understanding Games. A K Peters/CRC Press. ISBN 978-1466554207.
  • Costikyan, Greg (2013). Uncertainty in Games. MIT Press. ISBN 978-0262018968.
  • Elias, George Skaff (2012). Characteristics of Games. MIT Press. ISBN 978-0262017138.
  • Hofer, Margaret (2003). The Games We Played: The Golden Age of Board & Table Games. Princeton Architectural Press. ISBN 978-1568983974.
  • Huizinga, Johan (1971). Homo Ludens: A Study of the Play-Element in Culture. Beacon Press. ISBN 978-0807046814.
  • Kankaanranta, Marja Helena (2009). Design and Use of Serious Games. Intelligent Systems, Control and Automation: Science and Engineering. Springer. ISBN 978-9048181414..
  • Moore, Michael E.; Novak, Jeannie (2010). Game Industry Career Guide. Delmar: Cengage Learning. ISBN 978-1-4283-7647-2.
  • Norman, Donald A. (2002). The Design of Everyday Things. Basic Books. ISBN 978-0465067107..
  • Oxland, Kevin (2004). Gameplay and design. Addison Wesley. ISBN 978-0-321-20467-7.
  • Peek, Steven (1993). The Game Inventor's Handbook. Betterway Books. ISBN 978-1558703155.
  • Peterson, Jon (2012). Playing at the World. Unreason Press. ISBN 978-0615642048..
  • Salen Tekinbad, Katie (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 978-0262240451..
  • Schell, Jesse (2008). The Art of Game Design: A book of lenses. CRC Press. ISBN 978-0123694966.
  • Somberg, Guy (6 September 2018). Game Audio Programming 2: Principles and Practices. CRC Press 2019. ISBN 9781138068919. Archived from the original on 9 April 2022. Retrieved 18 October 2019.
  • Tinsman, Brian (2008). The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!. Morgan James Publishing. ISBN 978-1600374470.
  • Woods, Stewart (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. McFarland. ISBN 978-0786467976.
  • Zubek, Robert (August 2020). Elements of Game Design. The MIT Press. ISBN 9780262043915.
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