Game design is simple

2025-11-0622:24560173www.raphkoster.com

So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun There are a lot of things people call “fun.” But most of them are not u…

So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design.

There are a lot of things people call “fun.” But most of them are not useful for getting better at making games, which is usually why people read articles like this. The fun of a bit of confetti exploding in front of you, and the fun of excruciating pain and risk to life and limb as you free climb a cliff are just not usefully paired together.

In Theory of Fun I basically asserted that the useful bit for game designers was “mastery of problems.” That means that free climbing a cliff is in bounds even though it is terrifying and painful. Which given what we already said, means that you may or may not find the activity fun at the time! Fun often shows up after an activity.

There’s neuropsych and lots more to go with that, and you can go read up on it if you want.

Anything that is not about a form of problem-solving is not going to be core to game systems design. That doesn’t mean it’s not useful to game experience design, or not useful in general.

Also, in case it isn’t obvious – you can make interactive entertainment that is not meant to be about fun. You can also just find stuff in the world and turn it into a game! You can also look at a game and choose not to treat it as one, and then it might turn into real work (this is often called “training”).

This rules out the bit of confetti. A game being made of just throwing confetti around with nothing else palls pretty quick.

Bottom line: fun is basically about making progress on prediction.

There are a lot of types of problems in the world. It is really important to understand that you have to think about problems games can pose as broadly as possible. A problem is anything you have to work to wrap your head around. A good movie poses problems too, that’s why you end up thinking about it long after.

You can go look at theorists as diverse as Nicole Lazzaro, Roger Caillois, or Mark LeBlanc for types of fun. You’ll find they’re mostly types of problems, not types of fun. “I enjoy the types of problems that come from chance” or “I enjoy the types of problems that come from interacting with others” or whatever.

This is not a bad thing. This is what makes these lists useful. Your game mechanics are about posing problems, so knowing there’s clumps of problem types is very useful.

In the end, though, a problem is built out of a set of constraints. We call those rules, usually. It also, though, has a goal. Usually, if we come across a set of rules with no problem, we just play with it, and call it a toy.

Building toys is hard! Arriving at those rules and constraints to define a nice chewy problem is very challenging. You can think of a toy as a problematic object, a problem that invites you to play with it.

On the other hand, it’s not hard to turn a toy into a game, and people do it all the time. All you have to do is invent a goal. We shouldn’t forget that players do so routinely.

Building a toy is an excellent place to start designing a game.

Bottom line: we play with systems that have constraints and movement, and we stick goals on them to test ourselves.

Games are machines built around uncertainty. Almost all games end by turning an uncertain outcome into a certain one. There’s a problem facing you, and you don’t know if you can overcome it to reach that goal. Overcoming it is going to be about predicting the future.

If there’s one thing that good games and good stories have in common, it’s about being unpredictable as long as possible. (This is also where dopamine comes in, it’s tied to prediction; but it’s complicated and nuanced).

If a problem basically has one answer, we often call it a puzzle. There’s not a lot of uncertainty built into a binary structure. You can stack a bunch of puzzles one on top of the other and build a game out of them (which then introduces uncertainty into the whole), but a singular puzzle isn’t likely to be called that by most people.

It happens quite often that we used to think something was a game, and it turned out it was actually a puzzle. Mathematicians call that “solving the game.” They did it to Connect Four – and you did it to tic-tac-toe, when you were little.

Good problems for games therefore all have the same characteristics:

  • They need to have answers that evolve as you dig in more – so they need to have depth to them. Your first answer should only work for a while. There might be many paths to the solution, too. This is why so many games have a score – it helps indicate how big a spread of solutions there are!
  • They need to have uncertain answers. (When you’re little, this universe is a lot larger than it is when you’re older – peek-a-boo is uncertain up to a certain point!).
  • The problem should be something that can show up in a lot of situations.

A lot of very good problems seem stupidly simple, but have depths to them. Math ones, like “what’s the best path to cross this yard?” but also story ones like “For sale: baby shoes, never worn.”

I recently watched a video that included the statement that “picking up sticks” is not a useful loop. Picture a screen with a single stick in the middle. The problem posed is to move the cursor over it and click it. Once you do it, you get to do it again.

Guess what? The original Mac shipped with games that taught you how to move a mouse and click things. Once upon a time, mousing was a skill that was challenging; for all I know, you have grandparents who still have trouble with it. For them, it has uncertainty. For you, probably, it doesn’t.

Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have.

Now, imagine that the stick pops to a random location each time. Better, yes?

The core of a loop is a problem you encounter over and over again. “How do I get the next one?” But something needs to be pushing back, that’s what makes it an interesting problem and is usually what takes it past being a puzzle. I like to say “in every game, there is an opponent.” Even it’s just physics.

People talk about the core loop of a game. But there’s really two types of loops.

One is what we might think of as the operational loop. This is the loop between you and the problem, it is how you interact with it. You look at it. You form a hypothesis. You poke the problem. You see a result. Maybe it was success, and you grabbed the stick. Maybe it was failure. Maybe it was partial success. You update your hypothesis so you can decide what to do next.

The second loop is really your progression loop but is better thought of as a spiral. It’s what people usually mean when they say “a game loop.” They mean picking up the stick over and over. I say it’s a spiral, because clicking on the same stick in the middle of the screen over and over is not usually how we design games. That would actually be repeatedly doing the same puzzle.

Instead, we move the stick on the screen each time, and maybe give you a time limit. Now there’s something you’re pushing against, and there’s a skill to exercise and patterns to try to recognize. Far more people will find this a diverting problem for a while. It’s a better game. It’ll get even better if there are reasons why the stick appears in one place versus another, and the player can figure them out over time.

This matters: the verbs are in a loop. “Pick up,” over and over. But the situation isn’t. And you are learning how to reduce uncertainty of the outcome: move the mouse here and click, next move it there. That’s why it is a spiral: it is spiraling to a conclusion. It’ll be fun until it’s predictable.

You can think of the operational loop as how you turn the wheel, and the situations as the road you roll over. A spot on the wheel makes a progression spiral as you move. One machine, many situations — we call these rules mechanics for a reason.

Bottom line: players need to understand how to use the machine, and the point is to gradually infer how it works by testing it against varied situations.

You can’t learn and get better unless you get a whole host of information.

  • You need to know what actions – we usually call them verbs — are even available to you. There’s a gas pedal.
  • You need to be able to tell you used a verb. You hear the engine growl as you press the pedal.
  • You need to see that the use of the verb affected the state of the problem, and how it changed. The spedometer moved!
  • You need to be told if the state of the problem is better for your goal, or worse. Did you mean to go this fast?

There are fancy names for each of these, and you can go learn them all. Everything from “affordance” and “juice,” to terms like “state space” and “perfect information” and very confusing contradictory uses of the words “positive” and “negative” paired with the word “feedback.”

Feedback in general can, and should be, delightful. That means it’s where you get to use all those forms of fun that I threw away at the beginning. It can be surprising. It can be a juicy multimedia extravaganza. It can be a deeply affecting tragic cutscene that advances the game story.

If you have too little feedback, players cannot go around the interaction loop. Picture Tetris if the piece you drop is invisible until it lands.

If you have bad feedback, players cannot go around the learning loop either. Picture Tetris if sometimes your score goes down when you complete a line and sometimes it goes up. You can’t draw any conclusions about what the problem in the way of the goal actually is, in that crappy version of Tetris. Feedback needs to act as a reward to help you draw conclusions.

But there’s a third mistake: you can supply a gorgeous and compelling set of feedback and not actually have a real problem under there. At minimum you’re making shallow entertainment. At worst, you are building exploitative entertainment.

People will be willing to go along with pretty simple and pretty familiar problems as long as the feedback is great.

Bottom line: show what you can do, that you did it, what difference it made, and whether it helped.

If you are trying to design and are thinking of a specific problem scenario you are not doing game systems design. You are doing level design. “How to multiply numbers” is a problem. “What is 6 x 9” is not a problem, it’s content.

Now consider the game of Snake, or Pac-Man. They are also games where the core loop is picking up a stick. The difference is that something is an obstacle to you picking up the stick: you get longer when you pick up the stick, and can crash into yourself. You have to avoid ghosts as you gather the stick.

How long you are in Snake is a different situation. Where the apple to eat is located is a different situation. To be specific, you have the same problem in different topology. Where you are relative to the ghosts, and which dots are left, and what directions you can go in the maze are different situations in Pac-Man.

You want the verbs you use in the loop to end up confronting many many situations. If your verb can’t, your core loop is probably bad. Your core problem (aka your core game mechanic) is probably shallow.

What you want is to be able to throw increasingly complex situations at the player. That’s how they climb the learning ladder. Ideally, they should arrive at interim solutions (lots of words for that, too: heuristics, strategies) that later stop working.

Pac-Man actually got solved, by the way! That’s why Ms. Pac-Man was invented. Sometimes, the way to escalate is to change the rules, and that’s what Ms. Pac-Man did. It did it by adding randomness, and in fact using randomness is one of the biggest (and oldest) ways to create situation variation in games.

Bottom line: escalate the situations so that theories can be tested, refined, and abandoned.

Since we can put all this this down very much to problem solving and learning and mastery, it means we can steal a whole bunch of knowledge from other fields.

People learn best when they can experiment iteratively, which we also call “practicing.” That’s why loops make sense. There’s a lot of science out there about how to train, how to practice (and also a lot of educational theory that overlaps hugely), and your game will be better if it follows some of those guidelines.

People learn best when the problem they are tackling is right past the edge of what they can do. If it’s too far past that edge, they may not even be able to perceive the problem in the first place! And if the reverse is true and they see a solution instantly, they’ll either be bored, or they might just do that over and over again and never develop any new strategies and not progress.

There’s an optimal pacing shape. It looks just like what you see in your literature textbooks when they diagram tension, or whatever: sort of like a rising sine wave. You start slow, then speed up, hit a peak challenge, then back off a bit, give a breather that falls back but not all the way, then speed up… we have conventions for what to put at those peaks (bosses!). But what matters is the shape of the curve.

You need to structure your game so that you push players up. They might need to climb the curve at different paces, which is why you might also have difficulty sliders. They might not be capable of getting all the way to the top, and that’s okay.

You also need to pace to allow room for everything that isn’t mastering the problem — such as having fun with friends socially. But at the same time, things to do in the game need to come along at the right pace too!

Bottom line: Vary intensity and pressure, give players a chance to practice and moments to be tested.

Remember the game about clicking on a stick that appeared at a random location on screen? That’s also a rail shooter. You move the mouse and click on a spot in 2d space. Which is also not that different from an FPS — only now you move the camera, not the cursor.

Almost no games are made of only one loop. Instead, we chain loops together – complete loop A, and it probably outputs something that may serve as a tool or constraint on a different loop.

An FPS has the problem of moving the camera (instead of the mouse) to click on the stick. It also has a loop around moving around in 3d space. Moving around is actually made of several loops, probably, because it may be made of running and jumping and spatial orientation. Those are all problem types!

We speak sometimes of value chains: that’s where one loop outputs something to the next loop. We speak also of game economies, which is what happens when loops connect in non-linear ways, more like a web. This is not the sort of economy where you are simulating money or commerce. Instead it’s a metaphor for stocks and flows and other aspects of actual system dynamics science. In this view, your hit points is a “stock” or, if you like, a “currency” you spend in a fight.

Games nest fractally, they web into complex economies, and they unroll chains of linked loops. That’s why they can be diagrammed in a multitude of ways.

At heart though, you can decompose them all into those elemental small problems, each with an interaction loop and a learning loop centered on that problem.

Bottom line: build small problems into larger webs, and map them so you understand how they connect.

The common question is “okay, so how do I design a problem like that?” And that is indeed the unique bit in games, because the other items here are common to lots of other fields.

The list of possible problems is, as mentioned, enormous. This is a big rabbit hole. And once you consider that you can stack, web, and otherwise interlink problems, it means that there’s a giant composable universe of games (and game variants) to create.

Just bear in mind that because of varied tastes and experience, the diversity of the set of problems you pose is going to affect who wants to play your game.

There are basically a set of categories of problems that we know work, and this is the absolute simplest version of them:

These break down into a ton of sub-problems, but there are less than you think, and you can actually find lists of them. The hard part is that often they each seem so small and trivial that we don’t think of them as actually being worth looking at!

They are also often in disguise: the problem behind where a tossed ball will land, and the problem of how much fuel you have left in your car if you keep driving at this speed, and the problem of when your hit points will run out given you have a poison status effect on you are the same thing.

But the more of them you as a designer have wrapped your head around, the more you can combine. And you’ll find them very plastic and malleable. In fact, you could almost make a YouTube video about each one.

So where do you get them? Steal them. Other games, sure, but also, the world is full of systems that pose tough problems. You can grab them and reskin them.

Bottom line: not every mechanic has been invented, but a ton have. Build your catalog and workbench.

In the end, the feedback layer of a game is everything about how you present it. The setting, the lore, the audio, the story, the art…

How you dress up the problems can change everything about how the player learns from it, and how they perceive the problem. The exact same underlying problem can be as different as picking up sticks or shooting someone in the face, or as mentioned, the calculus problem of estimating the trajectory of a variable in a system of rates of change (the ball, the car and its gas, the hit points and poison) might be the same but dressed extraordinarily differently.

When you think about how you dress up the problems, you are in the realm of metaphor. You are engaging in painting, poetry, and music composition, and rhetoric, and the bardic tradition, and all that other humanities stuff.

This is a giant and deep universe for you as a designer to dive into. A lot of this stuff gets called “game design,” but then again, we also often say that a given game designer is a frustrated moviemaker, too.

It is really easy to create an experience that clashes with the underlying problems it is teaching. There are fancy critical terms for this. You also need to be very conscious about whether you are building your game so that you are telling the player a story, or so that the player can tell stories with your game.

So the takeaway should be: this stuff is deeply, deeply synergistic with the “game system” stuff that this article is about, but they are not the same thing. And games is not the best place to learn how to do these things.

Those other fields have much longer traditions and loads of expertise and lessons. They won’t all apply to the issue of “how do I best dress up this collection of problems” but most of them will.

It does not frickin’ matter if you start out wanting to make interesting problems, or if you start out wanting to provide a cool experience. You are going to need to do both to make the game really good.

Bottom line: game development is a compound art form. You can go learn those individual arts and the part unique to games.

Researchers have done a ton of studying “why people play games.” This gets called “motivations.”

Motivations are basically about people’s personal taste for groups of problems and how those problems are presented, and characteristics of those problems and the situations in which you find them. Some people like problems where you destroy stuff. Others like problems where you bond with others. Some have trouble trusting other people. Others want to cooperate.

Not everyone likes the same sorts of problems or the same sorts of dressings. Some of this is down to personality types, some of it is down to social dynamics, how they were raised, what their local culture is like, what trauma they have had, and countless other psychological things. That’s why one fancy term for this is psychographics.

The big thing is, it’s not enough that the problems need to not be obvious to you, and also not be baffling to you. They also have to be interesting to you. What problems fit in that range is going to depend entirely on who you are, what your life experiences have been, what skills you have, and even what mood you are in.

Picking motivations and selecting problems based on them is a great way to design. But motivations are not the same thing as fun. They’re a filter, useful in marketing exercises and in building your game pillars (which is an exercise in focus and scope).

Scientists have spent a bunch of time surveying tons of people and have arrived at all sorts of conclusions that map people onto reasons to play and from there onto particular problems.

If you start with motivations, then you can go from there to types of problems, types of experience, and even player demographics. And then, if you want problems that are about interacting with people, well, there’s lists of those. If you want problems that are about managing resources, or solving math issues, there’s lists of those too.

Bottom line: no game is for everyone, so you will make better games if you know who you are posing problems for.

I run into game developers who do not understand the above eleven steps all the time. And understanding all eleven is more valuable than building expertise in just one, because they depend on one another. This is because getting any one of the eleven wrong can break your game. The real issue is that each of these eleven things is often multiple fields of study. And yeah, you do need to become expert in at least one.

To pick one example, some of us have been working out the rule set for how you can link loops into a larger network of problems for literally over twenty years.

Others have spent their entire career doing nothing but figuring out how best to provide just the affordances part of feedback.

So game design is pretty simple. But the devil is in details that are not very far below the surface. It’s fairly easy to explain why something is fun for an given audience. It is much harder to build something new that is fun for an arbitrary person. That said, every single one of those fields has best practices, and they are mostly already written down. It’s just a lot to learn.

Put another way — every single paragraph in this essay could be a book. Actually, probably already is several.

Bottom line: each of these topics is deep, but you want a smattering of all of them.

Some of you may not like this deconstructive view on how games are designed. That’s okay. Personally, I find it best to poke and prod at a problem, like “how do I get better at making games?” and treat it as a game. And that’s what I have done my whole career. The above is just my strategy guide. Someone else will have different strategies, I guarantee it.

But I also guarantee that if you get better at the above twelve things, you will get better at making games. This is a pragmatic list. And it will be helpful for making narrative games, puzzle games, boardgames, action games, RPGs, whatever. I breezed through it, but there are very specific tools you can pick up underneath each of these twelve things. It really is that simple, but also that hard, because that’s a frickin’ long list if you want to actually dive into each of the twelve.

What that also means is that people designing games fail a lot at it. You might say, “can’t they just do the part they know how to do, and therefore predictably make good games?”

No, because players learn along with the designers. If you just make the same game, the one you know how to make, the players get bored because it’s nothing but problems they have seen before and already have their answers to. Sometimes, they get so bored that an entire genre dies.

And if you instead make it super-complicated by adding more problems, it might dissolve into noise for most people. Then nobody plays it. And then the genre dies too!

Game designers will routinely fail at making something fun. When the game of making games is played right, it is always right outside the edge of what the designers know how to do.

That’s where the fun lives, not just for the designer, but also for their audience.

That’s it, the whole cheat sheet. That’s it.

Hope it helps.


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Comments

  • By dejobaan 2025-11-070:22

    Raph is, at once, incredibly accomplished, thoughtful about design, and humble about it. I once caught him coming off an international flight, and he was excitedly showing off a game he'd coded on the plane. He genuinely loves working on the stuff and thinking about it.

    His writing is often SO full of ideas that I can't absorb an entire piece in one sitting. It's like a 12 course tasting menu. The neat thing with his writing is that, despite what he says here about all 12 pieces being important together, you can often just pick an isolated bit and chew on it for a while, and still learn something.

    (Presumably return to the other 11 courses later; they'll still be fresh.)

  • By PostOnce 2025-11-0623:003 reply

    For reference Raph Koster wrote "the book" on game design, and was the lead designer for Ultima Online (among other things) https://en.wikipedia.org/wiki/Raph_Koster

    • By animex 2025-11-070:063 reply

      Raph was the lead game designer on SWTOR a game that was way ahead of it's time and one of the most enjoyable sandbox mmorpg's I've ever played. I'm working on a new game that will take inspiration from lessons learned there.

      • By starkparker 2025-11-070:44

        I remember when Raph was working on Metaplace[1], which was a kid-targeting, programmable (Lua dialect), virtual world/user generated content factory that was contemporary to the launch of Roblox ca. 2006-2007. I wonder quite often what things might be like if Metaplace had gotten to the scale and scope that Roblox wound up achieving.

        1: https://www.raphkoster.com/2007/09/18/metaplace/, or this demo https://www.youtube.com/watch?v=tZiB_JcRH_s, or https://en.wikipedia.org/wiki/Metaplace

      • By ArlenBales 2025-11-0715:30

        > Raph was the lead game designer on SWTOR a game that was way ahead of it's time

        I think you meant Star Wars Galaxies, which was definitely ahead of its time and few MMORPGS have replicated its sandbox MMORPG since.

      • By vkou 2025-11-070:471 reply

        What was interesting/worked about it's design (and why did the players care?[1])

        Was it resilient to the, uh, many, many well-documented problems that the genre pushes players/itself into?

        ---

        [1] There's a lot of ideas in this space that sound interesting on paper to nerds bikeshedding, but often fall flat in actual implementation. I'm curious as to what were the ones that worked.

        • By tekbruh9000 2025-11-071:202 reply

          Game was SWG, not SWTOR. Launched in 2003 and was sunset in 2011 when SWTOR launched.

          SWG set out to be something like Dwarf Fortress in terms of depth to the worlds physics; for example, gunsmiths could tinker on all parts of a gun and maybe get a lucky roll to unlock +N more damage or -N recoil. Same with land vehicles and bioengineered animals, droids. Parameters to noodle all the way down. Some under user control, others random to foster sense of a chaotic physical world.

          As the in game object economy was entirely propped up by crafters this fostered economic PVP.

          Lucasarts of 2000-2003, when the game was developed, did not understand MMO, and 3D games take much longer than 2D adventure games and shoved it out the door 2 years too early.

          It also suffered from 90s OOP heavy software development patterns. Devs had difficulty managing it and updating over the years.

          Ultimately it failed at being a Star Wars game. PVE was just "kill a nest of bugs" and failed to leverage storylines and characters. Players with nothing else to do ended up ruling the economy or whatever. Could have made them compete against Star Wars power brokers, IMO. Jabba sabotaged your factory, or something. Once a player was kitted out they had nothing to do.

          Some have spent the last 10+ years implementing a server emulator, various tools and mods. An emulator built around the original release is here: https://github.com/swgemu

          I tinker on a modded private server now and then. Initially added in random world events, to generate things to go do and replacing odd design decisions like mission terminals with NPC models to talk to in that seedy back alley, to foster more in world RP vibe.

          When WOW launched SWG was redesigned to play more like that. Typical MBA "copy paste what they are doing" project management.

          • By ehnto 2025-11-071:372 reply

            Oh wow it was SWG?

            It truly was ahead of its time, I don't think any one game has come close to implementing such a rewarding group of systems and economy in an MMORPG, except maybe EVE but that is a very different game and admittedly I did not find EVE fun.

            The most exciting systems to me had very little to do with combat, but especially as it pertains to this article, also couldn't be as rewarding without it. It was all the player run economies, homsteads, towns and cities, player shops, craftsman and markets. The fact that materials mined had quality which impacted item stats, on and on.

            To get good gear, you had to know a guy who made it, they had to know a guy who'd mined good quality minerals, and that person may have found the minerals through another player who had prospected it.

            It made sense to be part of a player city, so you could put your house in a known market area for people to visit.

            It all mattered because people needed the equipment to go do the quests, and so it was a really symbiotic set of systems that made crafting and economy matter.

            • By zf00002 2025-11-0714:16

              To me I really liked the fact that when you made your character in SWG (1 per server too), you are just a civilian. There's no light/dark side or rebellion/imperial choice to make, you're just a regular person in the galaxy. You are NOT the hero.

            • By codebje 2025-11-072:252 reply

              The skill tree system was so nice compared to the rigid class systems of other MMORPGs, too.

              The fact that player towns just emerged was really cool.

              It was such a shame the space expansion was so ... flat. Neither space nor ground had a storyline to follow, but space wasn't an open world, and had no real element of choice in skill paths.

              • By ehnto 2025-11-075:521 reply

                I enjoyed the new aspect ships brought to crafting, and there's something special about walking around your own ship while it's in transit. But otherwise totally agree, it was kind of just space combat arenas and not much more.

                • By codebje 2025-11-0722:54

                  I had a collector's edition 3-man transport ship, but IIRC the novelty of standing on the ship while in transit wore off before the beta ended. Cool, but too shallow on its own.

                  I can't figure out if the open world game was fun enough just on its own that an open space game would've been chef's kiss, or if it did need some kind of story telling too. It's too long ago to remember well enough, for me.

              • By tekbruh9000 2025-11-074:121 reply

                PVE was indeed awful. Especially given the back drop; it should have been full of adventure across the galaxy, established characters messing with players, but was merely "run here and kill 6 kobolds". NPC AI sucked.

                Would love to strip from my private server, NPC generation as-is as implementation is static and does not allow dynamic responses. Replace it with modern agents to connect like players and train them to build out the world like players can.

                Also started a project to make a new client using video and segmentation, gen AI to recreate initial game engine entities as Godot scenes to have full control.

                Too little time for either, initial code has sat untouched for years.

                • By ehnto 2025-11-075:541 reply

                  > Also started a project to make a new client using video and segmentation, gen AI to recreate initial game engine entities as Godot scenes to have full control.

                  That sounds fascinating, I've been working in godot for a few projects now. I'd be interested to know how you would integrate the Godot scenes into the current engine, or if it would be an entirely new client.

                  • By tekbruh9000 2025-11-078:10

                    My plan was/is entirely new client, mapped client state to SWG emulator server.

                    Godot is a pain given my workflow is pretty cli heavy though. Since I last touched that project I looked into switching to Wicked Engine. Just include C/C++ headers rather than Godot.

                    But job got interesting (am an EE in hardware development land) and I have to spend free time diving into AI model architecture to keep up. Both SWG projects have sat idle for 10-12 months now. shrug

          • By bavell 2025-11-0722:49

            Loved the economy in SWG! Best part for sure. Played a little SWG emu as well at some point

    • By a13o 2025-11-0712:243 reply

      I wouldn’t say A Theory of Fun is “the book.” It’s more a coffee table read. “The book” is Jesse Schell’s The Art of Game Design

      • By sph 2025-11-0712:523 reply

        I've come across this kind of comment elsewhere, and the recommendation was that "the book" is Designing Games by Tynan Sylvester (the author of Rimworld)

        https://tynansylvester.com/book/

        Haven't read it yet myself.

        • By meheleventyone 2025-11-0713:461 reply

          I'd say there's no such thing as 'the book' for game design and which you will jive with largely depends on your preferences and values around games.

          • By deaddodo 2025-11-0717:20

            Also your style. Game design is influenced by the mind of the designer. Some take a systematic, methodical approach to it. While others treat it like a painting, designing as they go from a core of an idea. And others go full ad hoc, with multiple prototypical designs until they find something that hits.

            This is oversimplifying, most designers fall into a bucket of mixed styles; but the point is, no "book" will be perfect for all. Same as with software engineering, graphic design, etc.

        • By runevault 2025-11-0716:03

          Tynan's book is popular, but in my limited experience the first book most people recommend for anyone looking into design is Book of Lenses. Mind you I think both are worth reading. Lenses is just a more systemic and deeper dive.

        • By bavell 2025-11-0722:46

          I can definitely recommend it!

      • By PostOnce 2025-11-087:11

        That's why I put it in scare quotes; personally I don't believe The Book has yet been written. There's not an Art of War for every subject yet, and game design is one of those subjects not yet mastered, at least in writing.

      • By rstupek 2025-11-0720:40

        What about old school Chris Crawford's book "The Art of Computer Game Design"?

    • By esafak 2025-11-071:451 reply

      Someone should convince Richard Garriott and Sid Meier to write too.

      • By teamonkey 2025-11-0711:27

        Tim Cain (Fallout) has an excellent Youtube channel.

  • By zwaps 2025-11-070:0211 reply

    This reads like the handbook for people making grind-based games. Sure enough, the author exclusively works in the mmorpg space.

    If you are a game designer, please take this with a grain of salt.

    Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

    • By Raph_Koster 2025-11-088:46

      1. This article, at its very core, says that grind-based games are less successful than games that are not based on grind. How you got the reverse out of it, I do not know.

      2. This article also does not say that fun equals repeated challenges. The closest thing in there is that fun is about prediction. Even the definition of "mastery" that the article sets forth is pretty explicitly about every type of cognitive challenge you meet in life.

      3. This article does not imply that stories cannot be fun. In fact, I specifically pointed out that stories that you are unsure where they are going, and stories with more interpretability are more likely to be fun that predictable ones. If you follow the links in the article, you will see

      4. I don't exclusively work in the MMORPG space. I have worked in tabletop, puzzle, trivia, casual, and single-player RPGs.

    • By Cthulhu_ 2025-11-078:422 reply

      If you look at most games, they're all repeated challenges, but some are so good that you don't see or experience them as such.

      Others are very obvious though; MMORPGs are the obvious answer and they often don't even have an interesting story or reward to go with the grind, because the reward is a gamble. Ubisoft games are another example, ever since the first Assassin's Creed their games have generally been the same formula of an overworld with a lot of repeated but sameish "quests". The Division series combines the two with randomized, chance based loot. (...coincidentally I'm playing that one right now).

      But yeah, the "repeated challenges" thing is best left to that particular class of games. Some people realy enjoy it though.

      • By the_af 2025-11-0713:172 reply

        Some pushback to this: I understand MMORPGS are addictive, but for some reason I was never hooked, so their "repetitive" aspect is a negative to me.

        For Assassin's Creed, it was so repetitive even within the same game (the first one) I couldn't even finish it once I noticed the grind. It drove me nuts.

        A lot of games then followed that pattern (e.g. Shadow of Mordor, Mad Max, and I'm sure countless others -- I just mention the ones I tried). I find some of their mechanics interesting but once the grind kicks in (which is fairly soon, since these sandbox games are all grind-based) I despair and abandon them.

        They feel like repetitive work rather than entertaining to me.

        But hear this: Papers, Please, a game that is literally a bureaucracy simulator, engages me in a way Assassin's Creed never could. I wonder why! (Random guess: I think it's because PP, for all its repetitiveness, feels like a small game, while Assassin's Creed and its like feel like endless games you could spend your life within... and I have better things to do with my life).

        • By teamonkey 2025-11-0714:48

          Variety is very important.

          In the case of the first Assassin’s Creed, I’d argue that the “toy” (running around, climbing buildings, challenging yourself to seamless parkour runs, stabbing guards etc.) is a lot of fun, but to progress the game forces you to do those fun things in a series of very rigid, repetitive, arbitrary challenges that can be difficult without adding anything new, and which block the story progression behind a checklist.

          Papers Please has simple mechanics, but makes the player balance a lot of different factors while offering a steady stream of surprises and new situations to consider.

          There’s an element of personal preference too, of course.

        • By mawadev 2025-11-0721:58

          For me... Assassins creed gives me fomo. I move 100m and I probably missed something... very unpleasant. I can't describe it. That world and activity doesnt fit in my head.

      • By Raph_Koster 2025-11-088:50

        Frankly, I think you will be hard pressed to find a game that does NOT make use of repeated challenges. Especially when seen through the atomic and fractal framework the article gives.

        But repeated challenges does not equal grind. Grind typically means repeating already mastered challenges over and over.

    • By devin 2025-11-0717:10

      Raph has written about avoiding grinding in games very explicitly. This was one of the big takeaways from Ultima Online.

    • By gafferongames 2025-11-070:122 reply

      Have you made any games?

      • By spacechild1 2025-11-071:511 reply

        Just wanted to say that I really appreciated your articles about game networking and game physics (https://gafferongames.com/)!

      • By gafferongames 2025-11-071:201 reply

        I ask this because Ralph is a luminary in the field and you just likened his contribution to the industry to that of somebody who designs predatory engagement loops and this is utterly ridiculous.

        • By pxc 2025-11-071:361 reply

          I thought your comment was too dismissive at first, but then I read the whole article, and I fully agree with it.

          The article gives useful theoretical tools for understanding and critiquing such shallow games, actually. Its examples are drawn from many genres, and it's thoughtful and insightful about many kinds and aspects of games.

          The comment you call out with your question is indeed a low-effort and low-quality dismissal. I struggle to describe it without being more insulting than that.

          • By meheleventyone 2025-11-077:17

            The important thing to note is that Raph’s ideas are in the formalist camp and there other competing theories about game design. The criticism made in the parent of the thread has been a common one since Theory of Fun was first published. With artistic disciplines like game design you often have multiple ways of looking at similar things that are more about the values of the author than any one view being more inherently correct.

    • By Razengan 2025-11-0713:05

      Yeah, imagine playing the same level in a single player game 100 times just to get 1 piece of loot..unless it's a roguelike :')

    • By astrobe_ 2025-11-0713:161 reply

      That "Fun" is a de gustibus sort of thing is the important point. I wonder if there is something like relationships between the various flavors of fun, or if one can infer good "collateral fun" activities from the main genre.

      For instance, I think that puzzles are ok in Mass Effect, but the many mini-games in Final Fantasy 7 are borderline annoying.

      • By Raph_Koster 2025-11-088:47

        The article indeed states that fun is different for everyone.

        The answer on inferring relationships between flavors of fun, and good colalteral fun activities, is in number 11. :D

    • By neogodless 2025-11-0714:25

      Perhaps you didn't read the article, or you did and failed to grasp the key points about the "game spiral" or unpredictable things becoming predictable?

      But let's simplify this. What are your favorite games, and in what way do they sidestep having any repeated challenges? Do they have one single challenge, after which the game is over? Is that fun?

      Sure, RPGs tend to have "repeated" battles or harvesting. Racing has repeated laps. FPS have repeatedly finding someone else to shoot. Coding simulators like Factorio have you repeatedly add automation, and repeatedly replace them with better automation. Platformers have you repeatedly move through platforms.

      This is all illustrated and explained in the article, though.

    • By jay_kyburz 2025-11-072:09

      I've played about 20 hours of Arc Raiders and I'm already a little bored of fishing stuff out of draws and lockers. These days I mostly just hunt Arc, or other players that shoot at me first.

      It's kind of hard to stay equipped without salvaging though.

    • By Tade0 2025-11-078:123 reply

      Personally what I find off-putting is throwing around the term "dopamine". Yeah, there's a link and all, but why include this bit?

      > Dopamine can release for 'richly interpretable' situations

      Ok, and? I mean, Oh, right. The dopamine. The dopamine for gamers, the dopamine chosen especially to entertain gamers, gamers' dopamine. That dopamine?

      • By avandekleut 2025-11-0715:341 reply

        not to mention that dopamine is generally associated with anticipation and searching + reinforcing behaviours, whereas pleasure and satisfaction is associated with the opiate system

        • By Tade0 2025-11-080:35

          Exactly! Plenty of people have this mixed up.

      • By Raph_Koster 2025-11-089:04

        I mention it because so many people reach blindly for dopamine as an explanation for everything and expect it to get mentioned. That's why I said "it’s tied to prediction; but it’s complicated and nuanced" and instead provided links. The article was already 4400 words. :D

        The science on this evolves pretty regularly, but dopamine specifically currently seems to be tied most strongly to prediction processes matching what actually ends up happening, and therefore curiosity, etc.

        The "richly interpretable" bit comes from Biederman & Vessel's research on it; for our purposes here we can basically summarize it as "easily predictable situations versus more complex ones result in different dopamine responses."

        From the neuropsych side, this is very related to Predictive Processing; Deterding has a good article on that here. https://pmc.ncbi.nlm.nih.gov/articles/PMC9363017/ It also has a wealth of links that can lead you deeper into the subject.

        As far as "OK and?" it comes down to this:

        - make games that people can predict easily, and it'll be less fun in the "hard fun" sense

        - and that is true of stories too!

        - and that doesn't mean there aren't other sorts of enjoyment (which are covered in several images and links there) -- and as it happens, those are mappable to particular endorphins too!

        - So it's not that game designers should try using endorphins as a tool, but rather that there's a wealth of science in a half-dozen different fields that backs up what this article is saying.

        Bottom line: "dopamine" isn't a useful tool. Knowing those four types of fun and what elicits them absolutely is. Knowing they really do map to specific human sensations is. And following some links deeper into the topic will lead you very specific techniques you can use to elicit these different reactions predictably.

      • By tgv 2025-11-0712:59

        It's a gripe of mine too. There's a tenuous link at best, and it may not mean what is commonly assumed. If you want to say "it can give pleasure or joy," just say so. Don't invoke a rather indirect, pseudo-scientific, bullshit argument.

    • By EdwardDiego 2025-11-077:154 reply

      > And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

      Stories are obviously fun, otherwise no-one would read books, but a story that you interact with meaningfully, that you can change significantly, really hard to do well.

      Like every game where you can do good thing or bad thing, and the game punishes you for doing bad thing. It's really hard to write a compelling story where a nasty piece of shit still somehow saves the Fantasy Kingdom from the Prophesised Doom and becomes the hero.

      I honestly cant't think of any good examples where game mechanics and stories interacted in a way that gave you significant agency while still being fun. I'd love to be given contra-examples though.

      I think of the Mass Effect games and their attempts at this, "Oh you were only 92% Paragon, so now we're at the end, _this_ crew-member has to die for some reason, if only you'd known that 30 hours of gameplay ago when you punched that grifter in the Citadel!"

      Or one I still bear a massive, MASSIVE grudge against, Fable III, where if you didn't massively grind for resources before the bit you thought was the end-game - where you fought and defeated the evil oppressive king, you found yourself making ridiculously stupid binary decisions like "Should this multi-storey building be used as an orphanage? Or as a whore-house?" That's literally one of the decisions you had to make. Oh, and the game made sure to tell you "Btw, because you didn't grind enough, if you choose the way that earns less money, EVERY ONE DIES BECAUSE YOU WANTED TO HELP THE ORPHANS."

      It was an interesting attempt, to be sure, a brave experiment but I resented the game so much for the heel turn it pulled - "Actually, the evil oppressive money grubbing king you overthrew was RIGHT! Now you have to do what he was doing! Mwahahaha! Irony!"

      Worst of all, it never let me make nuanced choices - why can't it be orphans downstairs, sex workers upstairs, and during the daytime, I pay the sex-workers to look after the orphans? Nope, it was either "look after the innocent children" or "four floors of whores". Complete with animations of crying children if you chose sex-workers. Or crying sex-workers if you chose the children. Once again, not kidding.

      Once you knew the heel-turn twist, you could game it massively beforehand, one of the best strategies was to buy properties, become an incredibly oppressive landlord by demanding extortionate rents, so when it came time for the "orphans/whores" decisions, you had so much money you could could choose the good path and everyone declared you a saint.

      But I felt so disrespected by the game that I didn't even bother.

      That's the problem - good stories need direction towards a satisfying end, and it's really hard to give a player agency in a good narrative, and so I felt railroaded into comically absurd black/white choices.

      Honestly, I think the only games that have ever done the good/evil choices in a story well were the Knights of The Old Republic series, but once again, it stopped being so much fun when I had to keep on being evil because I'd chosen evil stuff prior.

      Can't I just be evil today, and maybe a bit nice tomorrow? After all, the best villains are the mercurial ones.

      • By cwillu 2025-11-0714:391 reply

        “"I asked Professor Quirrell why he'd laughed," the boy said evenly, "after he awarded Hermione those hundred points. And Professor Quirrell said, these aren't his exact words, but it's pretty much what he said, that he'd found it tremendously amusing that the great and good Albus Dumbledore had been sitting there doing nothing as this poor innocent girl begged for help, while he had been the one to defend her. And he told me then that by the time good and moral people were done tying themselves up in knots, what they usually did was nothing; or, if they did act, you could hardly tell them apart from the people called bad. Whereas he could help innocent girls any time he felt like it, because he wasn't a good person. And that I ought to remember that, any time I considered growing up to be good."” --hpmor

        • By onraglanroad 2025-11-0720:17

          I'm not quite sure what point quoting that was supposed to make.

          Perhaps that Harry Potter and the Methods of Rationality (that's what the hpmor at the end means) is such an appallingly written piece of... I hesitate to use the word literature... that you wanted to demonstrate how not to write?

      • By Lichtso 2025-11-0711:351 reply

        > I honestly cant't think of any good examples where game mechanics and stories interacted in a way that gave you significant agency while still being fun. I'd love to be given contra-examples though.

        Rimworld and The Sims. Both are procedural story writers.

        > I felt railroaded into comically absurd black/white choices

        I agree: All these AAA titles essentially are movies where you get tons of "agency" in choices which are irrelevant to the story, but the main plot is hard scripted into a few predetermined paths.

        Until we have full generative AI as game engine the only alternative remains the procedural approach mentioned in the beginning.

        • By EdwardDiego 2025-11-0723:25

          Dwarf Fortress (like the classic Boatmurder) also. The Paradox games, especially Crusader Kings led to some great story writing if you read AARs.

      • By Cthulhu_ 2025-11-078:481 reply

        It's definitely hard to do and since I haven't played those games much I can't really answer accurately, but does Larian (Baldur's Gate 3) do a better job?

        I think the main problem with Fable or Mass Effect was that the game wants to converge to one of a few endings, but definitely for ME there's a bajillion decisions you can make until you get there.

        I don't know if you can get rid of this "definite" ending thing per se; some games say they have X amount of endings, but again, I can't really name any. It's probably more gratifying to have more self-contained sub-stories where the decisions made e.g. an hour ago have an effect on the progression and outcome, but not too much longer than that. You should have the choice as a player to switch from e.g. "good" to "evil" partway through your playthrough. References back to previous quests and their outcomes are nice but shouldn't be as heavy as "your one choice made 30 hours ago affect the ending of the game in a significant and irreversible way"

        • By rnoorda 2025-11-0720:26

          I enjoy the way Baldur's Gate 3 implements this- choices tend to align more along character axes than good/evil. There are indications for many small dialogue choices that say "Karlach approves" or "Astarion disapproves" to give you a sense of each character's values and personality, and they each have their own motivations. Some are more traditionally good or evil, but they all have reasons for doing what they do.

          Choices occasionally feel fairly binary good/evil, but more often all choices have their pros & cons, and it's more about story and narrative in making my decisions.

      • By crabmusket 2025-11-0713:22

        I remember being quite impressed at the way Alpha Protocol handles player agency, but it has been a long time so I couldn't give you specifics.

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