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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.

14 votes

What is the purpose of having lives?

Finite lives are a form of resource management for the player. If you notice, most games that have a finite count of lives tend to be very binary about being alive or dead. Maybe the player gets a co …
Nicol Bolas's user avatar
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7 votes
Accepted

Can a scrub design/develop a strong competitive fighter?

The definition of Scrub in this question comes from David Sirlin's famous article, Playing To Win Resist the urge to rant on Sirlin... resist the urge to rant on Sirlin... OK, with that out of t …
Nicol Bolas's user avatar
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8 votes
Accepted

Main characteristics of a game

My purpose is to try to understand what is a video game and what isnt. There isn't one universally accepted definition of what constitutes "videogame" and what doesn't. Here's my take on it. Fir …
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13 votes
Accepted

Is my understanding of designing games in layers correct?

Everytime someone uses the word "engine" in relation to a component of a game, the word loses a little meaning. The term was invented in the Doom days; imagine how much meaning it has left. Right. No …
Nicol Bolas's user avatar
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6 votes
Accepted

What are the downsides of only explicitly informing the player of *success*?

What I'm wondering s if they have a sustained period of poor performance, should we also give them recognition "hey, you suck" (Obviously something kinder). There's no point to that. Indeed, if y …
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39 votes
Accepted

Which purpose do armor points serve?

Well, look at the Quake system. In Quake, you have 3 different kinds of armor: Green, Yellow, and Red. With Green armor, the armor absorbs 1 point of damage for every point of damage the player takes …
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5 votes

How should I structure a design document?

There is one piece of information that I'd like to add: when documenting the actual design of the game (ie: the rules), provide clear explanations for why you're making a particular rule design choice …
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3 votes

Are hidden stats a good idea?

There would be ratings similar to the elo ratings that a chess player has. A concern I would have with this system is this: ELO is based on number of games played. Which means that, initially, th …
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10 votes

How to break the feeling of busywork in a game

This is actually quite easy to say. Just not as easy to do. Things feel like busywork when the player is thinking of them as busywork. Which means that the following are probably going on for the pla …
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38 votes

1% idea, 99% execution?

I always thought that a great idea is invaluable and it makes a game successful even though the execution is simplistic. I've never seen a great game that is great solely because of a novel idea. …
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3 votes
Accepted

Different gameplay throughout game?

The interplay between the game designer and the player is very important. By introducing a piece of gameplay to the player, you're making a promise to the player. In particular, that by investing time …
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4 votes

How can I evoke a sense of dislike/hate for a character through game mechanics?

You need not create explicit game mechanics for this. Indeed, doing so can lead to the player hating your game rather than your character. A safer course is this one: simply design your game as normal …
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34 votes
Accepted

In-Game Tutorial Decisions

I'm working on a game with confusing mechanics such as energy storage and the coolant temperature. What is the best way to get a new player learned quickly? Don't make confusing mechanics. That m …
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6 votes

Could I make my own pokemon game without running into a copyright issue?

To parody Pokemon, you are not required to copy Pokemon. You simply need to reference it. Traditionally, this is done with obvious knock-off characters. So instead of Pikachu, you might have Zapachu …
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5 votes
Accepted

Regarding physics engines and the GPU

There are two general cases for using a physics system in a game: For gameplay. That is, using forces and collisions to move objects around. The physics system manages the location and movement of g …
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