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Game Design is the process of deciding the rules and mechanics of a game, and solving balancing problems to achieve the intended play experience. For questions about design of software code, use the Software Engineering or Algorithm tags instead. Likewise, questions about visual design should use Art or Graphics tags.

22 votes
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Approaching the Fun Factor in Game Design

One design goal that I've seen be pretty successful is to get players into a tight retry loop. It's very disheartening as a gamer to be playing something, lose, and then have to go through a lot of …
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15 votes

What makes Minecraft so great?

One of the key components to it's virality (and therefore success), is how varied and personal the user stories are. There are certain games that you can't just help talk about them when you're in a …
7 votes

How to make a fun slot machine?

There are a lot of articles out there that a simple search will yield answers to, but here are some highlights from what I've found: 1) You absolutely want to give out small rewards. Most slot machi …
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2 votes

Can a scrub design/develop a strong competitive fighter?

All other things being equal, I don't see why not as long as you realize the side effects of the decisions you're making, and can balance the game appropriately given that certain players won't abide …
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5 votes
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Why do PC versions of games have different memory-related cheats than console versions?

Console versions typically have fewer cheats because it is harder to ensure stability when the players can go in and do debug stuff. Because the platform holders don't want to be known as "unstable", …
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4 votes

How to make players be creative in a game, if the game cannot evaluate it?

The simple answer is you don't evaluate it. Look up this phrase: "Emergent gameplay". Basically the idea is you give people a toolbox, and the interesting side effects of the interactions between co …
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56 votes
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What is the purpose of having lives?

Other than the arcade/profitability/limiting play factor, quite simply lives add tension. If falling off a cliff doesn't mean anything (namely, there's no punishment), then you won't feel bad when yo …
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7 votes

Good game design books?

Not specific to game design, but The Design of Everyday Things is a good book to get you thinking about user interactions in general.
1 vote

Balancing a game about gladiatorial robot combat

Pick arbitrary figures and follow a tight test/iterate loop. Sure you can do some initial math (like you suggested for pure damage based items), but at the end of the day the best thing you can do is …
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3 votes

Creating meaningful and engaging quests

The things I've seen that have made quests more engaging are not necessarily about the quests themselves, but more that you're doing multiple steps to achieve some big-picture goal. Or more specifica …
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7 votes

Agency versus story

One relatively easy pattern I've seen several games use to a varying degree of success is to have the player change something about themselves instead of something about the world. Red Dead Redemptio …
0 votes

Are there many games involving the manipulation of water?

BioShock had several levels with pretty fancy water effects. Don't know how much that actually affected the gameplay, though.
4 votes
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Game architecture for someone with a background in LOB Apps

I don't think there really is a way to answer your questions. Personally I think it's too broad a topic to really talk about. What lessons (if any) should I be taking from my current experience a …
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19 votes
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Can Achievement systems be implemented later in development?

Are you asking from the perspective of technicalities of implementing or the ramifications of the design? Either way, the answer to your question is "yes". From the technical side of things, gener …
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4 votes

Developing interesting game mechanics when not an avid gamer

It's important to do your research. Playing other peoples' games is a great way to get some case studies. See how their controls compare to yours. See what features you have that they don't, and vi …
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