DW: Prerequisites
As of 2/8/2012 I am no longer updating this page. Please see this page Game Design 101 for the most up-to-date information. The links on this page are mostly broken.
Before you start designing your own games, mods, or levels, it is important that you have a firm understanding of the game design basics. This includes understanding the heart of the video game medium, mechanics, interplay, variation, and counterpoint. On top of this, it wouldn't hurt to become familiar with the critical theories I've developed.
So if you're looking for an entry point into the level of discourse within the Critical-Gaming Network, a place to start developing your critical-eye, or seeking a crash course in game design then here is where you start.
First of all, if you can get your hands on a copy of the book Half-Real by Jesper Juul, read it cover to cover. This book jump started my journey into developing Critical-Gaming. The foundation and language Half-Real builds is indispensable. After reading the book, make your way through these articles.
Game Design: 101
Mechanics
- Dialogue: The Mechanics of Language
- Embrace The Abstraction
- Mechanics and Abstractions part.1
- Mechanics and Abstractions part.2
- Mechanics and Abstractions part.3
Introduction
Interplay
Variation
Counterpoint
- Mario Melodies: Counterpoint part.1
- Mario Melodies: Counterpoint part.2
- Mario Melodies: Counterpoint part.3
I also recommend taking the final exam for the Mario Melodies series.
Game Design: 202
Counterpoint continued
Interplay 2
- Counterpoint: The Depth of Interplay pt.1
- Counterpoint: The Depth of Interplay pt.2
- Counterpoint: The Depth of Interplay pt.3
- Counterpoint: The Depth of Interplay pt.4
- Counterpoint: The Depth of Interplay pt.5
- Counterpoint: The Depth of Interplay pt.6
- The Interplay of Mario Strikers Charged
- The Interplay of Advance Wars
- The Interplay of Brawl
Variation 2
- for the Love of Variation pt.1
- for the Feel of Design Space pt.2
- for the Steps of Development pt.3
- for the Scale of Balance pt.4
Level Design
- Folded Level Design
- Pure Organic Level Design
- LBP Workshop: Alternate Paths
- LBP Workshop: Sequence Breaking
- (P)layered Level Design
- Locks, Keys, & Obstacles pt.1
- Locks, Keys, & Obstacles pt.2
Game Design 303
Dynamics & Misc. Theory
Dynamics (Time & Decay)
- Gameplay Dynamics
- Dynamic Clarification
- Measuring Time: Real and Turn-Based
- Decay-Cycles and Natural Forms
Dynamics (2D/3D Space)
- 2D vs 3D: Lost in Space
- 2D + 2D = 3D pt.1
- 2D + 2D = 3D pt.2
- 2D + 2D = 3D pt.3
- 2D + 2D = 3D pt.4
- 2D + 2D = 3D pt.5
- 3D Control of 3D
- Compressing Space
- Farewell Ba3D
Misc. Design & Theory
- Organic and Inorganic Design
- Taking CHARGE
- Difficulty Design: A Difficult Endeavour
- Interplay....Gunplay
- Tension: Threats & Timers
- Video Game Climaxes
- Inward Innovation
- Mulling Over Multiple Goals
- Engaging Design
- Engage, Challenge, Interact
- Spectator Sport
- Counterpoint: Functional Blind Spots
- Wrinkles in Design Space
Game Design 404
Genre Specific
Platformer
- The Measure of Mario pt.1
- The Measure of Mario pt.2
- The Measure of Mario pt.3
- The Measure of Mario pt.4
- The Measure of Mario pt.5
- The Measure of Mario pt.6
- The Measure of Mario pt.7
- The Measure of Mario pt.8
- The Measure of Mario pt.9
- The Measure of Mario pt.10
RTS
- Critical-Gaming Pikmin Course: Week 1
- Critical-Gaming Pikmin Course: Week 2
- Critical-Gaming Pikmin Course: Week 3
- Critical-Gaming Pikmin Course: Week 4
- Critical-Gaming Pikmin Course: Week 5
- Critical-Gaming Pikmin Course: Week 6
- Critical-Gaming Pikmin Course: Week 7 & 8
- Critical-Gaming Pikmin Course: Week 9, 10, & 11
- Critical-Gaming Pikmin Course: Final Presentations
Puzzle
- Puzzlement & Portability
- Puzzle Design & Decoder Reading
- Puzzle Design & Reading Failure
- Elegant & Brute Force Solutions
RPG
- Pokemon KKID'S PC pt.1
- Pokemon Records pt.2
- Pokemon Formula pt.3
- Pokemon Battle Box pt.4
- Pokemon Professor's PC pt.5
- Pokemon Dream World pt.6
- Pokemon Center pt.7
- Pokemon Mailbox pt.8
Game Design 505
Skill
- An Examination of Skill pt.1
- An Examination of Skill pt.2
- An Examination of Skill pt.3
- An Examination of Skill pt.4
- An Examination of Skill pt.5
- An Examination of Skill pt.6
- An Examination of Skill pt.7
- An Examination of Skill pt.8
- An Examination of Skill pt.9
- An Examination of Skill pt.10
- An Examination of Skill pt.11
- An Examination of Skill pt.12
- An Examination of Skill pt.13
- An Examination of Skill pt.14
- An Examination of Skill pt.15
- An Examination of Skill pt.16
- An Examination of Skill pt.17
- An Examination of Skill pt.18
- An Examination of Skill pt.19
Co-op Design
- CO OP Mechanics and Design
- CO OP Mechanics and Design pt. 2
- CO OP Mechanics and Design pt. 3
- Co-unter-op Design
Competition
Misconceptions
- Competitive Multiplayer: Collective Misunderstanding pt.1
- Competitive Multiplayer: Collective Misunderstanding pt.2
- Competitive Multiplayer: Collective Misunderstanding pt.3
- Competitive Multiplayer: Collective Misunderstanding pt.4
Metagame
- Metagame Meditations pt.1
- Metagame Meditations pt.2
- Metagame Meditations pt.3
- Metagame Meditations pt.4
Game Design 606
Complexities
Emergence
- The Coefficient of Clean pt.1
- The Coefficient of Clean pt.2
- The Coefficient of Clean pt.3
- The Coefficient of Clean pt.4
- The Coefficient of Clean pt.5
- The Coefficient of Clean pt.6
- The Coefficient of Clean pt.7
- The Coefficient of Clean pt.8
- The Coefficient of Clean pt.9
Evaluating Combat
- Appraising the Art of Combat pt.1
- Appraising the Art of Combat pt.2
- Appraising the Art of Combat pt.3
- Appraising the Art of Combat pt.4
- Appraising the Art of Combat pt.5
- Appraising the Art of Combat pt.6
- Appraising the Art of Combat pt.7
- Appraising the Art of Combat pt.8
- Appraising the Art of Combat pt.9
- Appraising the Art of Combat pt.10
- Appraising the Art of Combat pt.11
Interesting Choices
- Interesting Choices: Interesting Gameplay pt.1
- Interesting Choices: Interesting Gameplay pt.2
- Interesting Choices: Interesting Gameplay pt.3
- Interesting Choices: Interesting Gameplay pt.4
- Interesting Choices: Interesting Gameplay pt.5
- Interesting Choices: Interesting Gameplay pt.6
- Interesting Choices: Interesting Gameplay pt.7
- Interesting Choices: Interesting Gameplay pt.8
- Interesting Choices: Interesting Gameplay pt.9
Digital Truth
- Digital Truth: Emergent Origins pt.1
- Digital Truth: Emergent Origins pt.2
- Digital Truth: Emergent Origins pt.3
Predicting Emergence
Game Design 707
Learning, Motivation, and Behavior
- From Unintuitive to Eureka pt.1
- From Unintuitive to Eureka pt.2
- From Unintuitive to Eureka pt.3
- From Unintuitive to Eureka pt.4
- From Unintuitive to Eureka pt.5
Interpreting the Mind from the Game
- Game/Mental State pt.1
- Game/Mental State pt.2
- Suckcess!
- Game/Mental State pt.3
- Game/Mental State pt.4
- Game/Mental State pt.5
Nuance
Simplification
- Complex Time Simplified pt.1
- Complex Time Simplified pt.2
- Complex Time Simplified pt.3
- Design-Space-Time Continuum pt.1
- Design-Space-Time Continuum pt.2
- Design-Space-Time Continuum pt.3
Fun
- The Zero-Sum Funomaly pt.1
- The Zero-Sum Funomaly pt.2
- The Zero-Sum Funomaly pt.3
- The Zero-Sum Funomaly pt.4
- The Zero-Sum Funomaly pt.5
- The Zero-Sum Funomaly pt.6
- The Zero-Sum Funomaly pt.7
Game Design 808
Story and Clear Communication
- Story Design - Story Telling pt.1
- Story Design - Story Telling pt.2
- Story Design - Story Telling pt.3
- Story Design - Story Telling pt.4
- Story Design - Story Telling pt.5
- Story Design - Story Telling pt.6
- Story Design - Story Telling pt.7
- Story Design - Story Telling pt.8
- Story Design - Story Telling pt.9
Clear Communication
- Don't Start Nothing Won't Be Nothing
- Why Game Writers Need To Be Specific
- Linearity: Games vs Conversation
Examples
- Professor Layton and the Unwound Story
- Link: He Speaks Like No Child
- Death, Milk, and Diving Suits
- Sorry Sister. It’s just business
- Look. Don’t Touch.
Game Design 909
Back to the Basics
Controllers
- Controller Design: Buttons pt.1
- Controller Design: Analog Stick pt.2
- Controller Design: Touch Screen pt.3
- Controller Design: Pointers pt.4
- Controller Design: Motion pt.5
- Controller Design: Terminology pt.6
- Controller Design: Ergonomics pt.7
- Controller Design: Function vs Feel pt.8
- Controller Design: Customization pt.9
- Controller Design: Recap & Rebuttals pt.10
- Controller Design: Rebuttals pt.11
Save System Design
Stay tuned for the first lesson in the Designer's Workshop where we'll investigate how mechanics, their function, and level elements are uniquely interdependant. We'll also take a close look at influence, interplay, and counterpoint of Super Smash Brother's Brawl's level design.
Reader Comments (2)
Just discovered your blog and am amazed at the volume of information about game design available. Thanks
@Skyrim Mods
Thanks. If you have any questions just let me know.
...
So.... how are things in Skyrim?